Mesa (main): panvk: Clear Z/S attachments without a shader
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Mon Jun 13 17:43:13 UTC 2022
Module: Mesa
Branch: main
Commit: 588ee38351e866ed2ce4682c12c4b43edbe64f27
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=588ee38351e866ed2ce4682c12c4b43edbe64f27
Author: Alyssa Rosenzweig <alyssa at collabora.com>
Date: Thu Jun 9 11:48:03 2022 -0400
panvk: Clear Z/S attachments without a shader
Rather than generating shaders to clear depth and stencil attachments, run the
rasterizer without a shader and configure the depth/stencil hardware to do the
clear. These settings are known to be efficient on Valhall, presumably the
depth/stencil pipeline on Bifrost is similar enough that it is also the
efficient way there. It's certainly much simpler.
Signed-off-by: Alyssa Rosenzweig <alyssa at collabora.com>
Acked-by: Boris Brezillon <boris.brezillon at collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16950>
---
src/panfrost/vulkan/panvk_private.h | 2 +-
src/panfrost/vulkan/panvk_vX_meta_clear.c | 236 ++++++++++--------------------
2 files changed, 82 insertions(+), 156 deletions(-)
diff --git a/src/panfrost/vulkan/panvk_private.h b/src/panfrost/vulkan/panvk_private.h
index d977d25c2cd..9604f5819a1 100644
--- a/src/panfrost/vulkan/panvk_private.h
+++ b/src/panfrost/vulkan/panvk_private.h
@@ -151,7 +151,7 @@ struct panvk_meta {
struct {
mali_ptr shader;
struct pan_shader_info shader_info;
- } color[3], zs, z, s; /* 3 base types */
+ } color[3]; /* 3 base types */
} clear_attachment;
struct {
diff --git a/src/panfrost/vulkan/panvk_vX_meta_clear.c b/src/panfrost/vulkan/panvk_vX_meta_clear.c
index d61bd6ef715..eb5d2bb1fbe 100644
--- a/src/panfrost/vulkan/panvk_vX_meta_clear.c
+++ b/src/panfrost/vulkan/panvk_vX_meta_clear.c
@@ -75,113 +75,28 @@ panvk_meta_clear_color_attachment_shader(struct panfrost_device *pdev,
}
static mali_ptr
-panvk_meta_clear_zs_attachment_shader(struct panfrost_device *pdev,
- struct pan_pool *bin_pool,
- bool clear_z, bool clear_s,
- enum glsl_base_type base_type,
- struct pan_shader_info *shader_info)
-{
- nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
- GENX(pan_shader_get_compiler_options)(),
- "panvk_meta_clear_%s%s_attachment()",
- clear_z ? "z" : "", clear_s ? "s" : "");
-
- unsigned drv_loc = 0;
- nir_variable *z_out =
- clear_z ?
- nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(), "depth") :
- NULL;
- nir_variable *s_out =
- clear_s ?
- nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(), "stencil") :
- NULL;
-
- nir_ssa_def *clear_values = nir_load_push_constant(&b, 2, 32,
- nir_imm_int(&b, 0),
- .range = ~0);
-
- if (z_out) {
- z_out->data.location = FRAG_RESULT_DEPTH;
- z_out->data.driver_location = drv_loc++;
- nir_store_var(&b, z_out, nir_channel(&b, clear_values, 0), 1);
- }
-
- if (s_out) {
- s_out->data.location = FRAG_RESULT_STENCIL;
- s_out->data.driver_location = drv_loc++;
- nir_store_var(&b, s_out, nir_channel(&b, clear_values, 1), 1);
- }
-
- struct panfrost_compile_inputs inputs = {
- .gpu_id = pdev->gpu_id,
- .is_blit = true,
- .no_ubo_to_push = true,
- };
-
- struct util_dynarray binary;
-
- util_dynarray_init(&binary, NULL);
- GENX(pan_shader_compile)(b.shader, &inputs, &binary, shader_info);
-
- shader_info->push.count = 2;
-
- mali_ptr shader =
- pan_pool_upload_aligned(bin_pool, binary.data, binary.size, 128);
-
- util_dynarray_fini(&binary);
- ralloc_free(b.shader);
-
- return shader;
-}
-
-static mali_ptr
-panvk_meta_clear_attachments_emit_rsd(struct panfrost_device *pdev,
- struct pan_pool *desc_pool,
- enum pipe_format format,
- unsigned rt, bool z, bool s,
- struct pan_shader_info *shader_info,
- mali_ptr shader)
+panvk_meta_clear_color_attachment_emit_rsd(struct panfrost_device *pdev,
+ struct pan_pool *desc_pool,
+ enum pipe_format format,
+ unsigned rt,
+ struct pan_shader_info *shader_info,
+ mali_ptr shader)
{
struct panfrost_ptr rsd_ptr =
pan_pool_alloc_desc_aggregate(desc_pool,
PAN_DESC(RENDERER_STATE),
PAN_DESC_ARRAY(rt + 1, BLEND));
- bool zs = z | s;
pan_pack(rsd_ptr.cpu, RENDERER_STATE, cfg) {
pan_shader_prepare_rsd(shader_info, shader, &cfg);
- cfg.properties.uniform_buffer_count = 0;
- cfg.properties.depth_source =
- z ?
- MALI_DEPTH_SOURCE_SHADER :
- MALI_DEPTH_SOURCE_FIXED_FUNCTION;
- cfg.multisample_misc.depth_write_mask = z;
+
+ cfg.properties.depth_source = MALI_DEPTH_SOURCE_FIXED_FUNCTION;
cfg.multisample_misc.sample_mask = UINT16_MAX;
cfg.multisample_misc.depth_function = MALI_FUNC_ALWAYS;
- cfg.stencil_mask_misc.stencil_enable = s;
- cfg.properties.stencil_from_shader = s;
- cfg.stencil_mask_misc.stencil_mask_front = 0xFF;
- cfg.stencil_mask_misc.stencil_mask_back = 0xFF;
- cfg.stencil_front.compare_function = MALI_FUNC_ALWAYS;
- cfg.stencil_front.stencil_fail = MALI_STENCIL_OP_REPLACE;
- cfg.stencil_front.depth_fail = MALI_STENCIL_OP_REPLACE;
- cfg.stencil_front.depth_pass = MALI_STENCIL_OP_REPLACE;
- cfg.stencil_front.mask = 0xFF;
- cfg.stencil_back = cfg.stencil_front;
-
cfg.properties.allow_forward_pixel_to_be_killed = true;
- cfg.properties.allow_forward_pixel_to_kill = !zs;
- if (zs) {
- cfg.properties.zs_update_operation =
- MALI_PIXEL_KILL_FORCE_LATE;
- cfg.properties.pixel_kill_operation =
- MALI_PIXEL_KILL_FORCE_LATE;
- } else {
- cfg.properties.zs_update_operation =
- MALI_PIXEL_KILL_STRONG_EARLY;
- cfg.properties.pixel_kill_operation =
- MALI_PIXEL_KILL_FORCE_EARLY;
- }
+ cfg.properties.allow_forward_pixel_to_kill = true;
+ cfg.properties.zs_update_operation = MALI_PIXEL_KILL_WEAK_EARLY;
+ cfg.properties.pixel_kill_operation = MALI_PIXEL_KILL_WEAK_EARLY;
}
void *bd = rsd_ptr.cpu + pan_size(RENDERER_STATE);
@@ -208,6 +123,55 @@ panvk_meta_clear_attachments_emit_rsd(struct panfrost_device *pdev,
return rsd_ptr.gpu;
}
+static mali_ptr
+panvk_meta_clear_zs_attachment_emit_rsd(struct panfrost_device *pdev,
+ struct pan_pool *desc_pool,
+ VkImageAspectFlags mask,
+ VkClearDepthStencilValue value)
+{
+ struct panfrost_ptr rsd_ptr = pan_pool_alloc_desc(desc_pool, RENDERER_STATE);
+
+ pan_pack(rsd_ptr.cpu, RENDERER_STATE, cfg) {
+ cfg.properties.depth_source = MALI_DEPTH_SOURCE_FIXED_FUNCTION;
+ cfg.multisample_misc.sample_mask = UINT16_MAX;
+
+ if (mask & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ cfg.multisample_misc.depth_write_mask = true;
+ cfg.multisample_misc.depth_function = MALI_FUNC_NOT_EQUAL;
+
+ if (value.depth != 0.0) {
+ cfg.stencil_mask_misc.front_facing_depth_bias = true;
+ cfg.stencil_mask_misc.back_facing_depth_bias = true;
+ cfg.depth_units = INFINITY;
+ cfg.depth_bias_clamp = value.depth;
+ }
+ }
+
+ if (mask & VK_IMAGE_ASPECT_STENCIL_BIT) {
+ cfg.stencil_mask_misc.stencil_enable = true;
+ cfg.stencil_mask_misc.stencil_mask_front = 0xFF;
+ cfg.stencil_mask_misc.stencil_mask_back = 0xFF;
+
+ cfg.stencil_front.compare_function =
+ (mask & VK_IMAGE_ASPECT_DEPTH_BIT) ?
+ MALI_FUNC_ALWAYS : MALI_FUNC_NOT_EQUAL;
+
+ cfg.stencil_front.stencil_fail = MALI_STENCIL_OP_KEEP;
+ cfg.stencil_front.depth_fail = MALI_STENCIL_OP_REPLACE;
+ cfg.stencil_front.depth_pass = MALI_STENCIL_OP_REPLACE;
+ cfg.stencil_front.reference_value = value.stencil;
+ cfg.stencil_front.mask = 0xFF;
+ cfg.stencil_back = cfg.stencil_front;
+ }
+
+ cfg.properties.allow_forward_pixel_to_be_killed = true;
+ cfg.properties.zs_update_operation = MALI_PIXEL_KILL_WEAK_EARLY;
+ cfg.properties.pixel_kill_operation = MALI_PIXEL_KILL_WEAK_EARLY;
+ }
+
+ return rsd_ptr.gpu;
+}
+
static void
panvk_meta_clear_attachment_emit_dcd(struct pan_pool *pool,
mali_ptr coords, mali_ptr push_constants,
@@ -331,46 +295,30 @@ panvk_meta_clear_attachment(struct panvk_cmd_buffer *cmdbuf,
rect, sizeof(rect), 64);
enum glsl_base_type base_type = panvk_meta_get_format_type(att->format);
- struct pan_shader_info *shader_info;
- bool clear_z = false, clear_s = false;
- mali_ptr shader;
-
- switch (mask) {
- case VK_IMAGE_ASPECT_COLOR_BIT:
- shader = meta->clear_attachment.color[base_type].shader;
- shader_info = &meta->clear_attachment.color[base_type].shader_info;
- break;
- case VK_IMAGE_ASPECT_DEPTH_BIT:
- shader = meta->clear_attachment.z.shader;
- shader_info = &meta->clear_attachment.z.shader_info;
- clear_z = true;
- break;
- case VK_IMAGE_ASPECT_STENCIL_BIT:
- shader = meta->clear_attachment.s.shader;
- shader_info = &meta->clear_attachment.s.shader_info;
- clear_s = true;
- break;
- case VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT:
- shader = meta->clear_attachment.zs.shader;
- shader_info = &meta->clear_attachment.zs.shader_info;
- clear_s = clear_z = true;
- break;
- default:
- unreachable("Invalid aspect mask\n");
- }
- mali_ptr rsd =
- panvk_meta_clear_attachments_emit_rsd(pdev,
- &cmdbuf->desc_pool.base,
- att->format, rt, clear_z, clear_s,
- shader_info,
- shader);
+ mali_ptr tiler = batch->tiler.descs.gpu;
+ mali_ptr tsd = batch->tls.gpu;
+
+ mali_ptr pushconsts = 0, rsd = 0;
+
+ if (mask & VK_IMAGE_ASPECT_COLOR_BIT) {
+ mali_ptr shader = meta->clear_attachment.color[base_type].shader;
+ struct pan_shader_info *shader_info = &meta->clear_attachment.color[base_type].shader_info;
- mali_ptr pushconsts =
- pan_pool_upload_aligned(&cmdbuf->desc_pool.base,
+ pushconsts = pan_pool_upload_aligned(&cmdbuf->desc_pool.base,
clear_value, sizeof(*clear_value), 16);
- mali_ptr tsd = batch->tls.gpu;
- mali_ptr tiler = batch->tiler.descs.gpu;
+
+ rsd = panvk_meta_clear_color_attachment_emit_rsd(pdev,
+ &cmdbuf->desc_pool.base,
+ att->format, rt,
+ shader_info,
+ shader);
+ } else {
+ rsd = panvk_meta_clear_zs_attachment_emit_rsd(pdev,
+ &cmdbuf->desc_pool.base,
+ mask,
+ clear_value->depthStencil);
+ }
struct panfrost_ptr job;
@@ -585,28 +533,6 @@ panvk_meta_clear_attachment_init(struct panvk_physical_device *dev)
&dev->meta.bin_pool.base,
GLSL_TYPE_FLOAT,
&dev->meta.clear_attachment.color[GLSL_TYPE_FLOAT].shader_info);
-
- dev->meta.clear_attachment.z.shader =
- panvk_meta_clear_zs_attachment_shader(
- &dev->pdev,
- &dev->meta.bin_pool.base,
- true, false,
- GLSL_TYPE_FLOAT,
- &dev->meta.clear_attachment.z.shader_info);
- dev->meta.clear_attachment.s.shader =
- panvk_meta_clear_zs_attachment_shader(
- &dev->pdev,
- &dev->meta.bin_pool.base,
- false, true,
- GLSL_TYPE_FLOAT,
- &dev->meta.clear_attachment.s.shader_info);
- dev->meta.clear_attachment.zs.shader =
- panvk_meta_clear_zs_attachment_shader(
- &dev->pdev,
- &dev->meta.bin_pool.base,
- true, true,
- GLSL_TYPE_FLOAT,
- &dev->meta.clear_attachment.zs.shader_info);
}
void
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