[Mesa-dev] [PATCH 03/16] anv: Handle color layout transitions from the UNINITIALIZED layout

Nanley Chery nanleychery at gmail.com
Fri May 19 23:49:39 UTC 2017


On Thu, May 18, 2017 at 02:00:50PM -0700, Jason Ekstrand wrote:
> This causes dEQP-VK.api.copy_and_blit.resolve_image.partial.* to start
> failing due to test bugs.  See CL 1031 for a test fix.
> ---
>  src/intel/vulkan/anv_blorp.c       | 40 ++++++++++++++++++++++++++++++++++++++
>  src/intel/vulkan/anv_private.h     |  5 +++++
>  src/intel/vulkan/genX_cmd_buffer.c | 25 ++++++++++++++++++++++++
>  3 files changed, 70 insertions(+)
> 
> diff --git a/src/intel/vulkan/anv_blorp.c b/src/intel/vulkan/anv_blorp.c
> index 7b6944a..51964c5 100644
> --- a/src/intel/vulkan/anv_blorp.c
> +++ b/src/intel/vulkan/anv_blorp.c
> @@ -1373,6 +1373,46 @@ void anv_CmdResolveImage(
>     blorp_batch_finish(&batch);
>  }
>  
> +void
> +anv_image_ccs_ambiguate(struct anv_cmd_buffer *cmd_buffer,
> +                        const struct anv_image *image,
> +                        const VkImageSubresourceRange *subresourceRange)
> +{
> +   assert(image->type == VK_IMAGE_TYPE_3D || image->extent.depth == 1);
> +
> +   struct blorp_batch batch;
> +   blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
> +
> +   struct blorp_surf surf;
> +   get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_COLOR_BIT,
> +                                image->aux_usage, &surf);
> +
> +   /* We're about to bind a CCS surface and render to it.  Who knows what will
> +    * happen to caching at that point.  It's probably best if we don't let
> +    * this happen at the same time as other rendering.  Flush the render cache
> +    * and stall prior to this operation.
> +    */
> +   cmd_buffer->state.pending_pipe_bits |=
> +      ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
> +
> +   const uint32_t level_count = anv_get_levelCount(image, subresourceRange);
> +   const uint32_t layer_count = anv_get_layerCount(image, subresourceRange);
> +   for (uint32_t l = 0; l < level_count; l++) {
> +      const uint32_t level = subresourceRange->baseMipLevel + l;
> +
> +      for (uint32_t a = 0; a < layer_count; a++) {
> +         const uint32_t layer = subresourceRange->baseArrayLayer + a;
> +         const uint32_t depth = anv_minify(image->extent.depth, level);
> +
> +         for (uint32_t z = 0; z < depth; z++)
> +            blorp_ccs_ambiguate(&batch, &surf, level, layer, z);

This triple for loop is a cool way to think about 3D textures.

> +      }
> +   }
> +
> +   cmd_buffer->state.pending_pipe_bits |=
> +      ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
> +}
> +
>  static void
>  ccs_resolve_attachment(struct anv_cmd_buffer *cmd_buffer,
>                         struct blorp_batch *batch,
> diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
> index 9b0dd67..10ad247 100644
> --- a/src/intel/vulkan/anv_private.h
> +++ b/src/intel/vulkan/anv_private.h
> @@ -2064,6 +2064,11 @@ anv_gen8_hiz_op_resolve(struct anv_cmd_buffer *cmd_buffer,
>                          const struct anv_image *image,
>                          enum blorp_hiz_op op);
>  
> +void
> +anv_image_ccs_ambiguate(struct anv_cmd_buffer *cmd_buffer,
> +                        const struct anv_image *image,
> +                        const VkImageSubresourceRange *subresourceRange);
> +
>  enum isl_aux_usage
>  anv_layout_to_aux_usage(const struct gen_device_info * const devinfo,
>                          const struct anv_image *image,
> diff --git a/src/intel/vulkan/genX_cmd_buffer.c b/src/intel/vulkan/genX_cmd_buffer.c
> index ef9b7d0..1f30a12 100644
> --- a/src/intel/vulkan/genX_cmd_buffer.c
> +++ b/src/intel/vulkan/genX_cmd_buffer.c
> @@ -388,6 +388,24 @@ transition_depth_buffer(struct anv_cmd_buffer *cmd_buffer,
>        anv_gen8_hiz_op_resolve(cmd_buffer, image, hiz_op);
>  }
>  
> +static void
> +transition_color_buffer(struct anv_cmd_buffer *cmd_buffer,
> +                        const struct anv_image *image,
> +                        VkImageLayout initial_layout,
> +                        VkImageLayout final_layout,
> +                        const VkImageSubresourceRange *subresourceRange)
> +{
> +   if (image->aux_usage != ISL_AUX_USAGE_CCS_E)
> +      return;
> +
> +   if (initial_layout != VK_IMAGE_LAYOUT_UNDEFINED &&
> +       initial_layout != VK_IMAGE_LAYOUT_PREINITIALIZED)
> +      return;
> +
> +#if GEN_GEN >= 9
> +   anv_image_ccs_ambiguate(cmd_buffer, image, subresourceRange);
> +#endif
> +}
>  
>  /**
>   * Setup anv_cmd_state::attachments for vkCmdBeginRenderPass.
> @@ -976,6 +994,13 @@ void genX(CmdPipelineBarrier)(
>                                   pImageMemoryBarriers[i].oldLayout,
>                                   pImageMemoryBarriers[i].newLayout);
>        }
> +      if (pImageMemoryBarriers[i].subresourceRange.aspectMask &
> +          VK_IMAGE_ASPECT_COLOR_BIT) {
> +         transition_color_buffer(cmd_buffer, image,
> +                                 pImageMemoryBarriers[i].oldLayout,
> +                                 pImageMemoryBarriers[i].newLayout,
> +                                 &pImageMemoryBarriers[i].subresourceRange);
> +      }

I think you also need to handle the buffer transitions in the render pass.

>     }
>  
>     cmd_buffer->state.pending_pipe_bits |=
> -- 
> 2.5.0.400.gff86faf
> 
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