[Mesa-dev] [PATCH] radv: add support for layered clears (v2)
Bas Nieuwenhuizen
bas at basnieuwenhuizen.nl
Tue Jan 17 07:34:23 UTC 2017
Reviewed-by: Bas Nieuwenhuizen <bas at basnieuwenhuizen.nl>
On Tue, Jan 17, 2017 at 1:07 AM, Dave Airlie <airlied at gmail.com> wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> Just always use the layer clear pipelines,
> the overhead of emitting the layer shouldn't be
> too large.
>
> v2: Bas suggested we always use it.
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> ---
> src/amd/vulkan/radv_meta_clear.c | 28 ++++++++++++++++++++++------
> 1 file changed, 22 insertions(+), 6 deletions(-)
>
> diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c
> index ff779ea..957b388 100644
> --- a/src/amd/vulkan/radv_meta_clear.c
> +++ b/src/amd/vulkan/radv_meta_clear.c
> @@ -98,6 +98,16 @@ build_color_shaders(struct nir_shader **out_vs,
> nir_copy_var(&vs_b, vs_out_color, vs_in_color);
> nir_copy_var(&fs_b, fs_out_color, fs_in_color);
>
> + const struct glsl_type *layer_type = glsl_int_type();
> + nir_variable *vs_out_layer =
> + nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
> + "v_layer");
> + vs_out_layer->data.location = VARYING_SLOT_LAYER;
> + vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
> + nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0);
> +
> + nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1);
> +
> *out_vs = vs_b.shader;
> *out_fs = fs_b.shader;
> }
> @@ -447,7 +457,7 @@ emit_color_clear(struct radv_cmd_buffer *cmd_buffer,
> pipeline_h);
> }
>
> - radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0);
> + radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0);
>
> radv_cmd_buffer_set_subpass(cmd_buffer, subpass, false);
> }
> @@ -477,6 +487,15 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs
>
> nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
>
> + const struct glsl_type *layer_type = glsl_int_type();
> + nir_variable *vs_out_layer =
> + nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
> + "v_layer");
> + vs_out_layer->data.location = VARYING_SLOT_LAYER;
> + vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
> + nir_ssa_def *inst_id = nir_load_system_value(&vs_b, nir_intrinsic_load_instance_id, 0);
> + nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1);
> +
> *out_vs = vs_b.shader;
> *out_fs = fs_b.shader;
> }
> @@ -717,7 +736,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer,
> if (depth_view_can_fast_clear(iview, subpass->depth_stencil_attachment.layout, clear_rect))
> radv_set_depth_clear_regs(cmd_buffer, iview->image, clear_value, aspects);
>
> - radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0);
> + radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0);
> }
>
>
> @@ -948,13 +967,10 @@ radv_cmd_buffer_clear_subpass(struct radv_cmd_buffer *cmd_buffer)
>
> radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer);
>
> - if (cmd_state->framebuffer->layers > 1)
> - radv_finishme("clearing multi-layer framebuffer");
> -
> VkClearRect clear_rect = {
> .rect = cmd_state->render_area,
> .baseArrayLayer = 0,
> - .layerCount = 1, /* FINISHME: clear multi-layer framebuffer */
> + .layerCount = cmd_state->framebuffer->layers,
> };
>
> for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) {
> --
> 2.9.3
>
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