i965/tex: Use offset helper instead of accessing table directly
[mesa.git] / src / intel / vulkan / anv_blorp.c
index 60ed98e3d5d5e4540370ca049f1818c4575e3f23..459d57ec5754a1e7a11b8ff8a97418daa8c4e7e5 100644 (file)
@@ -44,17 +44,17 @@ lookup_blorp_shader(struct blorp_context *blorp,
    anv_shader_bin_unref(device, bin);
 
    *kernel_out = bin->kernel.offset;
-   *(const struct brw_stage_prog_data **)prog_data_out =
-      anv_shader_bin_get_prog_data(bin);
+   *(const struct brw_stage_prog_data **)prog_data_out = bin->prog_data;
 
    return true;
 }
 
-static void
+static bool
 upload_blorp_shader(struct blorp_context *blorp,
                     const void *key, uint32_t key_size,
                     const void *kernel, uint32_t kernel_size,
-                    const void *prog_data, uint32_t prog_data_size,
+                    const struct brw_stage_prog_data *prog_data,
+                    uint32_t prog_data_size,
                     uint32_t *kernel_out, void *prog_data_out)
 {
    struct anv_device *device = blorp->driver_ctx;
@@ -72,14 +72,18 @@ upload_blorp_shader(struct blorp_context *blorp,
                                        key, key_size, kernel, kernel_size,
                                        prog_data, prog_data_size, &bind_map);
 
+   if (!bin)
+      return false;
+
    /* The cache already has a reference and it's not going anywhere so there
     * is no need to hold a second reference.
     */
    anv_shader_bin_unref(device, bin);
 
    *kernel_out = bin->kernel.offset;
-   *(const struct brw_stage_prog_data **)prog_data_out =
-      anv_shader_bin_get_prog_data(bin);
+   *(const struct brw_stage_prog_data **)prog_data_out = bin->prog_data;
+
+   return true;
 }
 
 void
@@ -107,6 +111,9 @@ anv_device_init_blorp(struct anv_device *device)
    case 9:
       device->blorp.exec = gen9_blorp_exec;
       break;
+   case 10:
+      device->blorp.exec = gen10_blorp_exec;
+      break;
    default:
       unreachable("Unknown hardware generation");
    }
@@ -127,6 +134,23 @@ get_blorp_surf_for_anv_buffer(struct anv_device *device,
                               struct blorp_surf *blorp_surf,
                               struct isl_surf *isl_surf)
 {
+   const struct isl_format_layout *fmtl =
+      isl_format_get_layout(format);
+   bool ok UNUSED;
+
+   /* ASTC is the only format which doesn't support linear layouts.
+    * Create an equivalently sized surface with ISL to get around this.
+    */
+   if (fmtl->txc == ISL_TXC_ASTC) {
+      /* Use an equivalently sized format */
+      format = ISL_FORMAT_R32G32B32A32_UINT;
+      assert(fmtl->bpb == isl_format_get_layout(format)->bpb);
+
+      /* Shrink the dimensions for the new format */
+      width = DIV_ROUND_UP(width, fmtl->bw);
+      height = DIV_ROUND_UP(height, fmtl->bh);
+   }
+
    *blorp_surf = (struct blorp_surf) {
       .surf = isl_surf,
       .addr = {
@@ -135,27 +159,32 @@ get_blorp_surf_for_anv_buffer(struct anv_device *device,
       },
    };
 
-   isl_surf_init(&device->isl_dev, isl_surf,
-                 .dim = ISL_SURF_DIM_2D,
-                 .format = format,
-                 .width = width,
-                 .height = height,
-                 .depth = 1,
-                 .levels = 1,
-                 .array_len = 1,
-                 .samples = 1,
-                 .min_pitch = row_pitch,
-                 .usage = ISL_SURF_USAGE_TEXTURE_BIT |
-                          ISL_SURF_USAGE_RENDER_TARGET_BIT,
-                 .tiling_flags = ISL_TILING_LINEAR_BIT);
-   assert(isl_surf->row_pitch == row_pitch);
+   ok = isl_surf_init(&device->isl_dev, isl_surf,
+                     .dim = ISL_SURF_DIM_2D,
+                     .format = format,
+                     .width = width,
+                     .height = height,
+                     .depth = 1,
+                     .levels = 1,
+                     .array_len = 1,
+                     .samples = 1,
+                     .row_pitch = row_pitch,
+                     .usage = ISL_SURF_USAGE_TEXTURE_BIT |
+                              ISL_SURF_USAGE_RENDER_TARGET_BIT,
+                     .tiling_flags = ISL_TILING_LINEAR_BIT);
+   assert(ok);
 }
 
 static void
 get_blorp_surf_for_anv_image(const struct anv_image *image,
                              VkImageAspectFlags aspect,
+                             enum isl_aux_usage aux_usage,
                              struct blorp_surf *blorp_surf)
 {
+   if (aspect == VK_IMAGE_ASPECT_STENCIL_BIT ||
+       aux_usage == ISL_AUX_USAGE_HIZ)
+      aux_usage = ISL_AUX_USAGE_NONE;
+
    const struct anv_surface *surface =
       anv_image_get_surface_for_aspect_mask(image, aspect);
 
@@ -166,6 +195,15 @@ get_blorp_surf_for_anv_image(const struct anv_image *image,
          .offset = image->offset + surface->offset,
       },
    };
+
+   if (aux_usage != ISL_AUX_USAGE_NONE) {
+      blorp_surf->aux_surf = &image->aux_surface.isl,
+      blorp_surf->aux_addr = (struct blorp_address) {
+         .buffer = image->bo,
+         .offset = image->offset + image->aux_surface.offset,
+      };
+      blorp_surf->aux_usage = aux_usage;
+   }
 }
 
 void anv_CmdCopyImage(
@@ -198,7 +236,8 @@ void anv_CmdCopyImage(
          layer_count = pRegions[r].extent.depth;
       } else {
          dst_base_layer = pRegions[r].dstSubresource.baseArrayLayer;
-         layer_count = pRegions[r].dstSubresource.layerCount;
+         layer_count =
+            anv_get_layerCount(dst_image, &pRegions[r].dstSubresource);
       }
 
       unsigned src_base_layer;
@@ -206,7 +245,8 @@ void anv_CmdCopyImage(
          src_base_layer = pRegions[r].srcOffset.z;
       } else {
          src_base_layer = pRegions[r].srcSubresource.baseArrayLayer;
-         assert(pRegions[r].srcSubresource.layerCount == layer_count);
+         assert(layer_count ==
+                anv_get_layerCount(src_image, &pRegions[r].srcSubresource));
       }
 
       assert(pRegions[r].srcSubresource.aspectMask ==
@@ -217,8 +257,10 @@ void anv_CmdCopyImage(
          VkImageAspectFlagBits aspect = (1 << a);
 
          struct blorp_surf src_surf, dst_surf;
-         get_blorp_surf_for_anv_image(src_image, aspect, &src_surf);
-         get_blorp_surf_for_anv_image(dst_image, aspect, &dst_surf);
+         get_blorp_surf_for_anv_image(src_image, aspect, src_image->aux_usage,
+                                      &src_surf);
+         get_blorp_surf_for_anv_image(dst_image, aspect, dst_image->aux_usage,
+                                      &dst_surf);
 
          for (unsigned i = 0; i < layer_count; i++) {
             blorp_copy(&batch, &src_surf, pRegions[r].srcSubresource.mipLevel,
@@ -266,7 +308,8 @@ copy_buffer_to_image(struct anv_cmd_buffer *cmd_buffer,
    for (unsigned r = 0; r < regionCount; r++) {
       const VkImageAspectFlags aspect = pRegions[r].imageSubresource.aspectMask;
 
-      get_blorp_surf_for_anv_image(anv_image, aspect, &image.surf);
+      get_blorp_surf_for_anv_image(anv_image, aspect, anv_image->aux_usage,
+                                   &image.surf);
       image.offset =
          anv_sanitize_image_offset(anv_image->type, pRegions[r].imageOffset);
       image.level = pRegions[r].imageSubresource.mipLevel;
@@ -275,7 +318,8 @@ copy_buffer_to_image(struct anv_cmd_buffer *cmd_buffer,
          anv_sanitize_image_extent(anv_image->type, pRegions[r].imageExtent);
       if (anv_image->type != VK_IMAGE_TYPE_3D) {
          image.offset.z = pRegions[r].imageSubresource.baseArrayLayer;
-         extent.depth = pRegions[r].imageSubresource.layerCount;
+         extent.depth =
+            anv_get_layerCount(anv_image, &pRegions[r].imageSubresource);
       }
 
       const enum isl_format buffer_format =
@@ -410,8 +454,10 @@ void anv_CmdBlitImage(
       const VkImageSubresourceLayers *src_res = &pRegions[r].srcSubresource;
       const VkImageSubresourceLayers *dst_res = &pRegions[r].dstSubresource;
 
-      get_blorp_surf_for_anv_image(src_image, src_res->aspectMask, &src);
-      get_blorp_surf_for_anv_image(dst_image, dst_res->aspectMask, &dst);
+      get_blorp_surf_for_anv_image(src_image, src_res->aspectMask,
+                                   src_image->aux_usage, &src);
+      get_blorp_surf_for_anv_image(dst_image, dst_res->aspectMask,
+                                   dst_image->aux_usage, &dst);
 
       struct anv_format src_format =
          anv_get_format(&cmd_buffer->device->info, src_image->vk_format,
@@ -427,7 +473,7 @@ void anv_CmdBlitImage(
          dst_end = pRegions[r].dstOffsets[1].z;
       } else {
          dst_start = dst_res->baseArrayLayer;
-         dst_end = dst_start + dst_res->layerCount;
+         dst_end = dst_start + anv_get_layerCount(dst_image, dst_res);
       }
 
       unsigned src_start, src_end;
@@ -437,7 +483,7 @@ void anv_CmdBlitImage(
          src_end = pRegions[r].srcOffsets[1].z;
       } else {
          src_start = src_res->baseArrayLayer;
-         src_end = src_start + src_res->layerCount;
+         src_end = src_start + anv_get_layerCount(src_image, src_res);
       }
 
       bool flip_z = flip_coords(&src_start, &src_end, &dst_start, &dst_end);
@@ -469,7 +515,8 @@ void anv_CmdBlitImage(
          blorp_blit(&batch, &src, src_res->mipLevel, src_z,
                     src_format.isl_format, src_format.swizzle,
                     &dst, dst_res->mipLevel, dst_z,
-                    dst_format.isl_format, dst_format.swizzle,
+                    dst_format.isl_format,
+                    anv_swizzle_for_render(dst_format.swizzle),
                     src_x0, src_y0, src_x1, src_y1,
                     dst_x0, dst_y0, dst_x1, dst_y1,
                     gl_filter, flip_x, flip_y);
@@ -630,7 +677,7 @@ void anv_CmdUpdateBuffer(
     VkBuffer                                    dstBuffer,
     VkDeviceSize                                dstOffset,
     VkDeviceSize                                dataSize,
-    const uint32_t*                             pData)
+    const void*                                 pData)
 {
    ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer);
    ANV_FROM_HANDLE(anv_buffer, dst_buffer, dstBuffer);
@@ -642,10 +689,15 @@ void anv_CmdUpdateBuffer(
     * little data at the top to build its linked list.
     */
    const uint32_t max_update_size =
-      cmd_buffer->device->dynamic_state_block_pool.block_size - 64;
+      cmd_buffer->device->dynamic_state_pool.block_size - 64;
 
    assert(max_update_size < MAX_SURFACE_DIM * 4);
 
+   /* We're about to read data that was written from the CPU.  Flush the
+    * texture cache so we don't get anything stale.
+    */
+   cmd_buffer->state.pending_pipe_bits |= ANV_PIPE_TEXTURE_CACHE_INVALIDATE_BIT;
+
    while (dataSize) {
       const uint32_t copy_size = MIN2(dataSize, max_update_size);
 
@@ -654,12 +706,14 @@ void anv_CmdUpdateBuffer(
 
       memcpy(tmp_data.map, pData, copy_size);
 
+      anv_state_flush(cmd_buffer->device, tmp_data);
+
       int bs = 16;
       bs = gcd_pow2_u64(bs, dstOffset);
       bs = gcd_pow2_u64(bs, copy_size);
 
       do_buffer_copy(&batch,
-                     &cmd_buffer->device->dynamic_state_block_pool.bo,
+                     &cmd_buffer->device->dynamic_state_pool.block_pool.bo,
                      tmp_data.offset,
                      dst_buffer->bo, dst_buffer->offset + dstOffset,
                      copy_size / bs, 1, bs);
@@ -687,11 +741,17 @@ void anv_CmdFillBuffer(
    struct blorp_batch batch;
    blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
 
-   if (fillSize == VK_WHOLE_SIZE) {
-      fillSize = dst_buffer->size - dstOffset;
-      /* Make sure fillSize is a multiple of 4 */
-      fillSize &= ~3ull;
-   }
+   fillSize = anv_buffer_get_range(dst_buffer, dstOffset, fillSize);
+
+   /* From the Vulkan spec:
+    *
+    *    "size is the number of bytes to fill, and must be either a multiple
+    *    of 4, or VK_WHOLE_SIZE to fill the range from offset to the end of
+    *    the buffer. If VK_WHOLE_SIZE is used and the remaining size of the
+    *    buffer is not a multiple of 4, then the nearest smaller multiple is
+    *    used."
+    */
+   fillSize &= ~3ull;
 
    /* First, we compute the biggest format that can be used with the
     * given offsets and size.
@@ -769,11 +829,9 @@ void anv_CmdClearColorImage(
    struct blorp_batch batch;
    blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
 
-   union isl_color_value clear_color;
-   memcpy(clear_color.u32, pColor->uint32, sizeof(pColor->uint32));
-
    struct blorp_surf surf;
-   get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_COLOR_BIT, &surf);
+   get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_COLOR_BIT,
+                                image->aux_usage, &surf);
 
    for (unsigned r = 0; r < rangeCount; r++) {
       if (pRanges[r].aspectMask == 0)
@@ -786,9 +844,9 @@ void anv_CmdClearColorImage(
                         VK_IMAGE_ASPECT_COLOR_BIT, image->tiling);
 
       unsigned base_layer = pRanges[r].baseArrayLayer;
-      unsigned layer_count = pRanges[r].layerCount;
+      unsigned layer_count = anv_get_layerCount(image, &pRanges[r]);
 
-      for (unsigned i = 0; i < pRanges[r].levelCount; i++) {
+      for (unsigned i = 0; i < anv_get_levelCount(image, &pRanges[r]); i++) {
          const unsigned level = pRanges[r].baseMipLevel + i;
          const unsigned level_width = anv_minify(image->extent.width, level);
          const unsigned level_height = anv_minify(image->extent.height, level);
@@ -802,7 +860,7 @@ void anv_CmdClearColorImage(
                      src_format.isl_format, src_format.swizzle,
                      level, base_layer, layer_count,
                      0, 0, level_width, level_height,
-                     clear_color, color_write_disable);
+                     vk_to_isl_color(*pColor), color_write_disable);
       }
    }
 
@@ -826,14 +884,14 @@ void anv_CmdClearDepthStencilImage(
    struct blorp_surf depth, stencil;
    if (image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT) {
       get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_DEPTH_BIT,
-                                   &depth);
+                                   ISL_AUX_USAGE_NONE, &depth);
    } else {
       memset(&depth, 0, sizeof(depth));
    }
 
    if (image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
       get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_STENCIL_BIT,
-                                   &stencil);
+                                   ISL_AUX_USAGE_NONE, &stencil);
    } else {
       memset(&stencil, 0, sizeof(stencil));
    }
@@ -846,9 +904,9 @@ void anv_CmdClearDepthStencilImage(
       bool clear_stencil = pRanges[r].aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
 
       unsigned base_layer = pRanges[r].baseArrayLayer;
-      unsigned layer_count = pRanges[r].layerCount;
+      unsigned layer_count = anv_get_layerCount(image, &pRanges[r]);
 
-      for (unsigned i = 0; i < pRanges[r].levelCount; i++) {
+      for (unsigned i = 0; i < anv_get_levelCount(image, &pRanges[r]); i++) {
          const unsigned level = pRanges[r].baseMipLevel + i;
          const unsigned level_width = anv_minify(image->extent.width, level);
          const unsigned level_height = anv_minify(image->extent.height, level);
@@ -868,6 +926,436 @@ void anv_CmdClearDepthStencilImage(
    blorp_batch_finish(&batch);
 }
 
+VkResult
+anv_cmd_buffer_alloc_blorp_binding_table(struct anv_cmd_buffer *cmd_buffer,
+                                         uint32_t num_entries,
+                                         uint32_t *state_offset,
+                                         struct anv_state *bt_state)
+{
+   *bt_state = anv_cmd_buffer_alloc_binding_table(cmd_buffer, num_entries,
+                                                  state_offset);
+   if (bt_state->map == NULL) {
+      /* We ran out of space.  Grab a new binding table block. */
+      VkResult result = anv_cmd_buffer_new_binding_table_block(cmd_buffer);
+      if (result != VK_SUCCESS)
+         return result;
+
+      /* Re-emit state base addresses so we get the new surface state base
+       * address before we start emitting binding tables etc.
+       */
+      anv_cmd_buffer_emit_state_base_address(cmd_buffer);
+
+      *bt_state = anv_cmd_buffer_alloc_binding_table(cmd_buffer, num_entries,
+                                                     state_offset);
+      assert(bt_state->map != NULL);
+   }
+
+   return VK_SUCCESS;
+}
+
+static VkResult
+binding_table_for_surface_state(struct anv_cmd_buffer *cmd_buffer,
+                                struct anv_state surface_state,
+                                uint32_t *bt_offset)
+{
+   uint32_t state_offset;
+   struct anv_state bt_state;
+
+   VkResult result =
+      anv_cmd_buffer_alloc_blorp_binding_table(cmd_buffer, 1, &state_offset,
+                                               &bt_state);
+   if (result != VK_SUCCESS)
+      return result;
+
+   uint32_t *bt_map = bt_state.map;
+   bt_map[0] = surface_state.offset + state_offset;
+
+   *bt_offset = bt_state.offset;
+   return VK_SUCCESS;
+}
+
+static void
+clear_color_attachment(struct anv_cmd_buffer *cmd_buffer,
+                       struct blorp_batch *batch,
+                       const VkClearAttachment *attachment,
+                       uint32_t rectCount, const VkClearRect *pRects)
+{
+   const struct anv_subpass *subpass = cmd_buffer->state.subpass;
+   const uint32_t color_att = attachment->colorAttachment;
+   const uint32_t att_idx = subpass->color_attachments[color_att].attachment;
+
+   if (att_idx == VK_ATTACHMENT_UNUSED)
+      return;
+
+   struct anv_render_pass_attachment *pass_att =
+      &cmd_buffer->state.pass->attachments[att_idx];
+   struct anv_attachment_state *att_state =
+      &cmd_buffer->state.attachments[att_idx];
+
+   uint32_t binding_table;
+   VkResult result =
+      binding_table_for_surface_state(cmd_buffer, att_state->color_rt_state,
+                                      &binding_table);
+   if (result != VK_SUCCESS)
+      return;
+
+   union isl_color_value clear_color =
+      vk_to_isl_color(attachment->clearValue.color);
+
+   /* If multiview is enabled we ignore baseArrayLayer and layerCount */
+   if (subpass->view_mask) {
+      uint32_t view_idx;
+      for_each_bit(view_idx, subpass->view_mask) {
+         for (uint32_t r = 0; r < rectCount; ++r) {
+            const VkOffset2D offset = pRects[r].rect.offset;
+            const VkExtent2D extent = pRects[r].rect.extent;
+            blorp_clear_attachments(batch, binding_table,
+                                    ISL_FORMAT_UNSUPPORTED, pass_att->samples,
+                                    view_idx, 1,
+                                    offset.x, offset.y,
+                                    offset.x + extent.width,
+                                    offset.y + extent.height,
+                                    true, clear_color, false, 0.0f, 0, 0);
+         }
+      }
+      return;
+   }
+
+   for (uint32_t r = 0; r < rectCount; ++r) {
+      const VkOffset2D offset = pRects[r].rect.offset;
+      const VkExtent2D extent = pRects[r].rect.extent;
+      blorp_clear_attachments(batch, binding_table,
+                              ISL_FORMAT_UNSUPPORTED, pass_att->samples,
+                              pRects[r].baseArrayLayer,
+                              pRects[r].layerCount,
+                              offset.x, offset.y,
+                              offset.x + extent.width, offset.y + extent.height,
+                              true, clear_color, false, 0.0f, 0, 0);
+   }
+}
+
+static void
+clear_depth_stencil_attachment(struct anv_cmd_buffer *cmd_buffer,
+                               struct blorp_batch *batch,
+                               const VkClearAttachment *attachment,
+                               uint32_t rectCount, const VkClearRect *pRects)
+{
+   static const union isl_color_value color_value = { .u32 = { 0, } };
+   const struct anv_subpass *subpass = cmd_buffer->state.subpass;
+   const uint32_t att_idx = subpass->depth_stencil_attachment.attachment;
+
+   if (att_idx == VK_ATTACHMENT_UNUSED)
+      return;
+
+   struct anv_render_pass_attachment *pass_att =
+      &cmd_buffer->state.pass->attachments[att_idx];
+
+   bool clear_depth = attachment->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT;
+   bool clear_stencil = attachment->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
+
+   enum isl_format depth_format = ISL_FORMAT_UNSUPPORTED;
+   if (clear_depth) {
+      depth_format = anv_get_isl_format(&cmd_buffer->device->info,
+                                        pass_att->format,
+                                        VK_IMAGE_ASPECT_DEPTH_BIT,
+                                        VK_IMAGE_TILING_OPTIMAL);
+   }
+
+   uint32_t binding_table;
+   VkResult result =
+      binding_table_for_surface_state(cmd_buffer,
+                                      cmd_buffer->state.null_surface_state,
+                                      &binding_table);
+   if (result != VK_SUCCESS)
+      return;
+
+   /* If multiview is enabled we ignore baseArrayLayer and layerCount */
+   if (subpass->view_mask) {
+      uint32_t view_idx;
+      for_each_bit(view_idx, subpass->view_mask) {
+         for (uint32_t r = 0; r < rectCount; ++r) {
+            const VkOffset2D offset = pRects[r].rect.offset;
+            const VkExtent2D extent = pRects[r].rect.extent;
+            VkClearDepthStencilValue value = attachment->clearValue.depthStencil;
+            blorp_clear_attachments(batch, binding_table,
+                                    depth_format, pass_att->samples,
+                                    view_idx, 1,
+                                    offset.x, offset.y,
+                                    offset.x + extent.width,
+                                    offset.y + extent.height,
+                                    false, color_value,
+                                    clear_depth, value.depth,
+                                    clear_stencil ? 0xff : 0, value.stencil);
+         }
+      }
+      return;
+   }
+
+   for (uint32_t r = 0; r < rectCount; ++r) {
+      const VkOffset2D offset = pRects[r].rect.offset;
+      const VkExtent2D extent = pRects[r].rect.extent;
+      VkClearDepthStencilValue value = attachment->clearValue.depthStencil;
+      blorp_clear_attachments(batch, binding_table,
+                              depth_format, pass_att->samples,
+                              pRects[r].baseArrayLayer,
+                              pRects[r].layerCount,
+                              offset.x, offset.y,
+                              offset.x + extent.width, offset.y + extent.height,
+                              false, color_value,
+                              clear_depth, value.depth,
+                              clear_stencil ? 0xff : 0, value.stencil);
+   }
+}
+
+void anv_CmdClearAttachments(
+    VkCommandBuffer                             commandBuffer,
+    uint32_t                                    attachmentCount,
+    const VkClearAttachment*                    pAttachments,
+    uint32_t                                    rectCount,
+    const VkClearRect*                          pRects)
+{
+   ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer);
+
+   /* Because this gets called within a render pass, we tell blorp not to
+    * trash our depth and stencil buffers.
+    */
+   struct blorp_batch batch;
+   blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer,
+                    BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
+
+   for (uint32_t a = 0; a < attachmentCount; ++a) {
+      if (pAttachments[a].aspectMask == VK_IMAGE_ASPECT_COLOR_BIT) {
+         clear_color_attachment(cmd_buffer, &batch,
+                                &pAttachments[a],
+                                rectCount, pRects);
+      } else {
+         clear_depth_stencil_attachment(cmd_buffer, &batch,
+                                        &pAttachments[a],
+                                        rectCount, pRects);
+      }
+   }
+
+   blorp_batch_finish(&batch);
+}
+
+enum subpass_stage {
+   SUBPASS_STAGE_LOAD,
+   SUBPASS_STAGE_DRAW,
+   SUBPASS_STAGE_RESOLVE,
+};
+
+static bool
+subpass_needs_clear(const struct anv_cmd_buffer *cmd_buffer)
+{
+   const struct anv_cmd_state *cmd_state = &cmd_buffer->state;
+   uint32_t ds = cmd_state->subpass->depth_stencil_attachment.attachment;
+
+   for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) {
+      uint32_t a = cmd_state->subpass->color_attachments[i].attachment;
+      if (a == VK_ATTACHMENT_UNUSED)
+         continue;
+
+      assert(a < cmd_state->pass->attachment_count);
+      if (cmd_state->attachments[a].pending_clear_aspects) {
+         return true;
+      }
+   }
+
+   if (ds != VK_ATTACHMENT_UNUSED) {
+      assert(ds < cmd_state->pass->attachment_count);
+      if (cmd_state->attachments[ds].pending_clear_aspects)
+         return true;
+   }
+
+   return false;
+}
+
+void
+anv_cmd_buffer_clear_subpass(struct anv_cmd_buffer *cmd_buffer)
+{
+   const struct anv_cmd_state *cmd_state = &cmd_buffer->state;
+   const VkRect2D render_area = cmd_buffer->state.render_area;
+
+
+   if (!subpass_needs_clear(cmd_buffer))
+      return;
+
+   /* Because this gets called within a render pass, we tell blorp not to
+    * trash our depth and stencil buffers.
+    */
+   struct blorp_batch batch;
+   blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer,
+                    BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
+
+   VkClearRect clear_rect = {
+      .rect = cmd_buffer->state.render_area,
+      .baseArrayLayer = 0,
+      .layerCount = cmd_buffer->state.framebuffer->layers,
+   };
+
+   struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
+   for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) {
+      const uint32_t a = cmd_state->subpass->color_attachments[i].attachment;
+      if (a == VK_ATTACHMENT_UNUSED)
+         continue;
+
+      assert(a < cmd_state->pass->attachment_count);
+      struct anv_attachment_state *att_state = &cmd_state->attachments[a];
+
+      if (!att_state->pending_clear_aspects)
+         continue;
+
+      assert(att_state->pending_clear_aspects == VK_IMAGE_ASPECT_COLOR_BIT);
+
+      struct anv_image_view *iview = fb->attachments[a];
+      const struct anv_image *image = iview->image;
+      struct blorp_surf surf;
+      get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_COLOR_BIT,
+                                   att_state->aux_usage, &surf);
+
+      if (att_state->fast_clear) {
+         surf.clear_color = vk_to_isl_color(att_state->clear_value.color);
+
+         /* From the Sky Lake PRM Vol. 7, "Render Target Fast Clear":
+          *
+          *    "After Render target fast clear, pipe-control with color cache
+          *    write-flush must be issued before sending any DRAW commands on
+          *    that render target."
+          *
+          * This comment is a bit cryptic and doesn't really tell you what's
+          * going or what's really needed.  It appears that fast clear ops are
+          * not properly synchronized with other drawing.  This means that we
+          * cannot have a fast clear operation in the pipe at the same time as
+          * other regular drawing operations.  We need to use a PIPE_CONTROL
+          * to ensure that the contents of the previous draw hit the render
+          * target before we resolve and then use a second PIPE_CONTROL after
+          * the resolve to ensure that it is completed before any additional
+          * drawing occurs.
+          */
+         cmd_buffer->state.pending_pipe_bits |=
+            ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
+
+         blorp_fast_clear(&batch, &surf, iview->isl.format,
+                          iview->isl.base_level,
+                          iview->isl.base_array_layer, fb->layers,
+                          render_area.offset.x, render_area.offset.y,
+                          render_area.offset.x + render_area.extent.width,
+                          render_area.offset.y + render_area.extent.height);
+
+         cmd_buffer->state.pending_pipe_bits |=
+            ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
+      } else {
+         blorp_clear(&batch, &surf, iview->isl.format,
+                     anv_swizzle_for_render(iview->isl.swizzle),
+                     iview->isl.base_level,
+                     iview->isl.base_array_layer, fb->layers,
+                     render_area.offset.x, render_area.offset.y,
+                     render_area.offset.x + render_area.extent.width,
+                     render_area.offset.y + render_area.extent.height,
+                     vk_to_isl_color(att_state->clear_value.color), NULL);
+      }
+
+      att_state->pending_clear_aspects = 0;
+   }
+
+   const uint32_t ds = cmd_state->subpass->depth_stencil_attachment.attachment;
+   assert(ds == VK_ATTACHMENT_UNUSED || ds < cmd_state->pass->attachment_count);
+
+   if (ds != VK_ATTACHMENT_UNUSED &&
+       cmd_state->attachments[ds].pending_clear_aspects) {
+
+      VkClearAttachment clear_att = {
+         .aspectMask = cmd_state->attachments[ds].pending_clear_aspects,
+         .clearValue = cmd_state->attachments[ds].clear_value,
+      };
+
+
+      const uint8_t gen = cmd_buffer->device->info.gen;
+      bool clear_with_hiz = gen >= 8 && cmd_state->attachments[ds].aux_usage ==
+                            ISL_AUX_USAGE_HIZ;
+      const struct anv_image_view *iview = fb->attachments[ds];
+
+      if (clear_with_hiz) {
+         const bool clear_depth = clear_att.aspectMask &
+                                  VK_IMAGE_ASPECT_DEPTH_BIT;
+         const bool clear_stencil = clear_att.aspectMask &
+                                    VK_IMAGE_ASPECT_STENCIL_BIT;
+
+         /* Check against restrictions for depth buffer clearing. A great GPU
+          * performance benefit isn't expected when using the HZ sequence for
+          * stencil-only clears. Therefore, we don't emit a HZ op sequence for
+          * a stencil clear in addition to using the BLORP-fallback for depth.
+          */
+         if (clear_depth) {
+            if (!blorp_can_hiz_clear_depth(gen, iview->isl.format,
+                                           iview->image->samples,
+                                           render_area.offset.x,
+                                           render_area.offset.y,
+                                           render_area.offset.x +
+                                           render_area.extent.width,
+                                           render_area.offset.y +
+                                           render_area.extent.height)) {
+               clear_with_hiz = false;
+            } else if (clear_att.clearValue.depthStencil.depth !=
+                       ANV_HZ_FC_VAL) {
+               /* Don't enable fast depth clears for any color not equal to
+                * ANV_HZ_FC_VAL.
+                */
+               clear_with_hiz = false;
+            } else if (gen == 8 &&
+                       anv_can_sample_with_hiz(&cmd_buffer->device->info,
+                                               iview->aspect_mask,
+                                               iview->image->samples)) {
+               /* Only gen9+ supports returning ANV_HZ_FC_VAL when sampling a
+                * fast-cleared portion of a HiZ buffer. Testing has revealed
+                * that Gen8 only supports returning 0.0f. Gens prior to gen8 do
+                * not support this feature at all.
+                */
+               clear_with_hiz = false;
+            }
+         }
+
+         if (clear_with_hiz) {
+            blorp_gen8_hiz_clear_attachments(&batch, iview->image->samples,
+                                             render_area.offset.x,
+                                             render_area.offset.y,
+                                             render_area.offset.x +
+                                             render_area.extent.width,
+                                             render_area.offset.y +
+                                             render_area.extent.height,
+                                             clear_depth, clear_stencil,
+                                             clear_att.clearValue.
+                                                depthStencil.stencil);
+
+            /* From the SKL PRM, Depth Buffer Clear:
+             *
+             * Depth Buffer Clear Workaround
+             * Depth buffer clear pass using any of the methods (WM_STATE,
+             * 3DSTATE_WM or 3DSTATE_WM_HZ_OP) must be followed by a
+             * PIPE_CONTROL command with DEPTH_STALL bit and Depth FLUSH bits
+             * “set” before starting to render. DepthStall and DepthFlush are
+             * not needed between consecutive depth clear passes nor is it
+             * required if the depth-clear pass was done with “full_surf_clear”
+             * bit set in the 3DSTATE_WM_HZ_OP.
+             */
+            if (clear_depth) {
+               cmd_buffer->state.pending_pipe_bits |=
+                  ANV_PIPE_DEPTH_CACHE_FLUSH_BIT | ANV_PIPE_DEPTH_STALL_BIT;
+            }
+         }
+      }
+
+      if (!clear_with_hiz) {
+         clear_depth_stencil_attachment(cmd_buffer, &batch,
+                                        &clear_att, 1, &clear_rect);
+      }
+
+      cmd_state->attachments[ds].pending_clear_aspects = 0;
+   }
+
+   blorp_batch_finish(&batch);
+}
+
 static void
 resolve_image(struct blorp_batch *batch,
               const struct anv_image *src_image,
@@ -888,8 +1376,10 @@ resolve_image(struct blorp_batch *batch,
       VkImageAspectFlagBits aspect = 1 << a;
 
       struct blorp_surf src_surf, dst_surf;
-      get_blorp_surf_for_anv_image(src_image, aspect, &src_surf);
-      get_blorp_surf_for_anv_image(dst_image, aspect, &dst_surf);
+      get_blorp_surf_for_anv_image(src_image, aspect,
+                                   src_image->aux_usage, &src_surf);
+      get_blorp_surf_for_anv_image(dst_image, aspect,
+                                   dst_image->aux_usage, &dst_surf);
 
       blorp_blit(batch,
                  &src_surf, src_level, src_layer,
@@ -921,10 +1411,11 @@ void anv_CmdResolveImage(
    for (uint32_t r = 0; r < regionCount; r++) {
       assert(pRegions[r].srcSubresource.aspectMask ==
              pRegions[r].dstSubresource.aspectMask);
-      assert(pRegions[r].srcSubresource.layerCount ==
-             pRegions[r].dstSubresource.layerCount);
+      assert(anv_get_layerCount(src_image, &pRegions[r].srcSubresource) ==
+             anv_get_layerCount(dst_image, &pRegions[r].dstSubresource));
 
-      const uint32_t layer_count = pRegions[r].dstSubresource.layerCount;
+      const uint32_t layer_count =
+         anv_get_layerCount(dst_image, &pRegions[r].dstSubresource);
 
       for (uint32_t layer = 0; layer < layer_count; layer++) {
          resolve_image(&batch,
@@ -943,48 +1434,337 @@ void anv_CmdResolveImage(
 }
 
 void
-anv_cmd_buffer_resolve_subpass(struct anv_cmd_buffer *cmd_buffer)
+anv_image_ccs_clear(struct anv_cmd_buffer *cmd_buffer,
+                    const struct anv_image *image,
+                    const uint32_t base_level, const uint32_t level_count,
+                    const uint32_t base_layer, uint32_t layer_count)
+{
+   assert(image->type == VK_IMAGE_TYPE_3D || image->extent.depth == 1);
+
+   if (image->type == VK_IMAGE_TYPE_3D) {
+      assert(base_layer == 0);
+      assert(layer_count == anv_minify(image->extent.depth, base_level));
+   }
+
+   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);
+
+   /* From the Sky Lake PRM Vol. 7, "Render Target Fast Clear":
+    *
+    *    "After Render target fast clear, pipe-control with color cache
+    *    write-flush must be issued before sending any DRAW commands on
+    *    that render target."
+    *
+    * This comment is a bit cryptic and doesn't really tell you what's going
+    * or what's really needed.  It appears that fast clear ops are not
+    * properly synchronized with other drawing.  This means that we cannot
+    * have a fast clear operation in the pipe at the same time as other
+    * regular drawing operations.  We need to use a PIPE_CONTROL to ensure
+    * that the contents of the previous draw hit the render target before we
+    * resolve and then use a second PIPE_CONTROL after the resolve to ensure
+    * that it is completed before any additional drawing occurs.
+    */
+   cmd_buffer->state.pending_pipe_bits |=
+      ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
+
+   for (uint32_t l = 0; l < level_count; l++) {
+      const uint32_t level = base_level + l;
+
+      const VkExtent3D extent = {
+         .width = anv_minify(image->extent.width, level),
+         .height = anv_minify(image->extent.height, level),
+         .depth = anv_minify(image->extent.depth, level),
+      };
+
+      if (image->type == VK_IMAGE_TYPE_3D)
+         layer_count = extent.depth;
+
+      assert(level < anv_image_aux_levels(image));
+      assert(base_layer + layer_count <= anv_image_aux_layers(image, level));
+      blorp_fast_clear(&batch, &surf, surf.surf->format,
+                       level, base_layer, layer_count,
+                       0, 0, extent.width, extent.height);
+   }
+
+   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,
+                       uint32_t att)
 {
    struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
-   struct anv_subpass *subpass = cmd_buffer->state.subpass;
+   struct anv_attachment_state *att_state =
+      &cmd_buffer->state.attachments[att];
+
+   if (att_state->aux_usage == ISL_AUX_USAGE_NONE ||
+       att_state->aux_usage == ISL_AUX_USAGE_MCS)
+      return; /* Nothing to resolve */
+
+   assert(att_state->aux_usage == ISL_AUX_USAGE_CCS_E ||
+          att_state->aux_usage == ISL_AUX_USAGE_CCS_D);
+
+   struct anv_render_pass *pass = cmd_buffer->state.pass;
+   const uint32_t subpass_idx = anv_get_subpass_id(&cmd_buffer->state);
+
+   /* Scan forward to see what all ways this attachment will be used.
+    * Ideally, we would like to resolve in the same subpass as the last write
+    * of a particular attachment.  That way we only resolve once but it's
+    * still hot in the cache.
+    */
+   bool found_draw = false;
+   enum anv_subpass_usage usage = 0;
+   for (uint32_t s = subpass_idx + 1; s < pass->subpass_count; s++) {
+      usage |= pass->attachments[att].subpass_usage[s];
+
+      if (usage & (ANV_SUBPASS_USAGE_DRAW | ANV_SUBPASS_USAGE_RESOLVE_DST)) {
+         /* We found another subpass that draws to this attachment.  We'll
+          * wait to resolve until then.
+          */
+         found_draw = true;
+         break;
+      }
+   }
 
-   /* FINISHME(perf): Skip clears for resolve attachments.
+   struct anv_image_view *iview = fb->attachments[att];
+   const struct anv_image *image = iview->image;
+   assert(image->aspects == VK_IMAGE_ASPECT_COLOR_BIT);
+
+   enum blorp_fast_clear_op resolve_op = BLORP_FAST_CLEAR_OP_NONE;
+   if (!found_draw) {
+      /* This is the last subpass that writes to this attachment so we need to
+       * resolve here.  Ideally, we would like to only resolve if the storeOp
+       * is set to VK_ATTACHMENT_STORE_OP_STORE.  However, we need to ensure
+       * that the CCS bits are set to "resolved" because there may be copy or
+       * blit operations (which may ignore CCS) between now and the next time
+       * we render and we need to ensure that anything they write will be
+       * respected in the next render.  Unfortunately, the hardware does not
+       * provide us with any sort of "invalidate" pass that sets the CCS to
+       * "resolved" without writing to the render target.
+       */
+      if (iview->image->aux_usage != ISL_AUX_USAGE_CCS_E) {
+         /* The image destination surface doesn't support compression outside
+          * the render pass.  We need a full resolve.
+          */
+         resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_FULL;
+      } else if (att_state->fast_clear) {
+         /* We don't know what to do with clear colors outside the render
+          * pass.  We need a partial resolve. Only transparent black is
+          * built into the surface state object and thus no resolve is
+          * required for this case.
+          */
+         if (att_state->clear_value.color.uint32[0] ||
+             att_state->clear_value.color.uint32[1] ||
+             att_state->clear_value.color.uint32[2] ||
+             att_state->clear_value.color.uint32[3])
+            resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_PARTIAL;
+      } else {
+         /* The image "natively" supports all the compression we care about
+          * and we don't need to resolve at all.  If this is the case, we also
+          * don't need to resolve for any of the input attachment cases below.
+          */
+      }
+   } else if (usage & ANV_SUBPASS_USAGE_INPUT) {
+      /* Input attachments are clear-color aware so, at least on Sky Lake, we
+       * can frequently sample from them with no resolves at all.
+       */
+      if (att_state->aux_usage != att_state->input_aux_usage) {
+         assert(att_state->input_aux_usage == ISL_AUX_USAGE_NONE);
+         resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_FULL;
+      } else if (!att_state->clear_color_is_zero_one) {
+         /* Sky Lake PRM, Vol. 2d, RENDER_SURFACE_STATE::Red Clear Color:
+          *
+          *    "If Number of Multisamples is MULTISAMPLECOUNT_1 AND if this RT
+          *    is fast cleared with non-0/1 clear value, this RT must be
+          *    partially resolved (refer to Partial Resolve operation) before
+          *    binding this surface to Sampler."
+          */
+         resolve_op = BLORP_FAST_CLEAR_OP_RESOLVE_PARTIAL;
+      }
+   }
+
+   if (resolve_op == BLORP_FAST_CLEAR_OP_NONE)
+      return;
+
+   /* From the Sky Lake PRM Vol. 7, "Render Target Resolve":
     *
-    * From the Vulkan 1.0 spec:
+    *    "When performing a render target resolve, PIPE_CONTROL with end of
+    *    pipe sync must be delivered."
     *
-    *    If the first use of an attachment in a render pass is as a resolve
-    *    attachment, then the loadOp is effectively ignored as the resolve is
-    *    guaranteed to overwrite all pixels in the render area.
+    * This comment is a bit cryptic and doesn't really tell you what's going
+    * or what's really needed.  It appears that fast clear ops are not
+    * properly synchronized with other drawing.  We need to use a PIPE_CONTROL
+    * to ensure that the contents of the previous draw hit the render target
+    * before we resolve and then use a second PIPE_CONTROL after the resolve
+    * to ensure that it is completed before any additional drawing occurs.
     */
+   cmd_buffer->state.pending_pipe_bits |=
+      ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
+
+   anv_ccs_resolve(cmd_buffer, att_state->color_rt_state, image,
+                   iview->isl.base_level, fb->layers, resolve_op);
+
+   cmd_buffer->state.pending_pipe_bits |=
+      ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT | ANV_PIPE_CS_STALL_BIT;
+
+   /* Once we've done any sort of resolve, we're no longer fast-cleared */
+   att_state->fast_clear = false;
+   if (att_state->aux_usage == ISL_AUX_USAGE_CCS_D)
+      att_state->aux_usage = ISL_AUX_USAGE_NONE;
+}
+
+void
+anv_cmd_buffer_resolve_subpass(struct anv_cmd_buffer *cmd_buffer)
+{
+   struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
+   struct anv_subpass *subpass = cmd_buffer->state.subpass;
+
+
+   for (uint32_t i = 0; i < subpass->color_count; ++i) {
+      const uint32_t att = subpass->color_attachments[i].attachment;
+      if (att == VK_ATTACHMENT_UNUSED)
+         continue;
+
+      assert(att < cmd_buffer->state.pass->attachment_count);
+      ccs_resolve_attachment(cmd_buffer, att);
+   }
+
+   if (subpass->has_resolve) {
+      /* We are about to do some MSAA resolves.  We need to flush so that the
+       * result of writes to the MSAA color attachments show up in the sampler
+       * when we blit to the single-sampled resolve target.
+       */
+      cmd_buffer->state.pending_pipe_bits |=
+         ANV_PIPE_TEXTURE_CACHE_INVALIDATE_BIT |
+         ANV_PIPE_RENDER_TARGET_CACHE_FLUSH_BIT;
+
+      for (uint32_t i = 0; i < subpass->color_count; ++i) {
+         uint32_t src_att = subpass->color_attachments[i].attachment;
+         uint32_t dst_att = subpass->resolve_attachments[i].attachment;
+
+         if (dst_att == VK_ATTACHMENT_UNUSED)
+            continue;
+
+         assert(src_att < cmd_buffer->state.pass->attachment_count);
+         assert(dst_att < cmd_buffer->state.pass->attachment_count);
+
+         if (cmd_buffer->state.attachments[dst_att].pending_clear_aspects) {
+            /* From the Vulkan 1.0 spec:
+             *
+             *    If the first use of an attachment in a render pass is as a
+             *    resolve attachment, then the loadOp is effectively ignored
+             *    as the resolve is guaranteed to overwrite all pixels in the
+             *    render area.
+             */
+            cmd_buffer->state.attachments[dst_att].pending_clear_aspects = 0;
+         }
 
-   if (!subpass->has_resolve)
+         struct anv_image_view *src_iview = fb->attachments[src_att];
+         struct anv_image_view *dst_iview = fb->attachments[dst_att];
+
+         const VkRect2D render_area = cmd_buffer->state.render_area;
+
+         assert(src_iview->aspect_mask == dst_iview->aspect_mask);
+
+         struct blorp_batch batch;
+         blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
+
+         resolve_image(&batch, src_iview->image,
+                       src_iview->isl.base_level,
+                       src_iview->isl.base_array_layer,
+                       dst_iview->image,
+                       dst_iview->isl.base_level,
+                       dst_iview->isl.base_array_layer,
+                       src_iview->aspect_mask,
+                       render_area.offset.x, render_area.offset.y,
+                       render_area.offset.x, render_area.offset.y,
+                       render_area.extent.width, render_area.extent.height);
+
+         blorp_batch_finish(&batch);
+
+         ccs_resolve_attachment(cmd_buffer, dst_att);
+      }
+   }
+
+}
+
+void
+anv_gen8_hiz_op_resolve(struct anv_cmd_buffer *cmd_buffer,
+                        const struct anv_image *image,
+                        enum blorp_hiz_op op)
+{
+   assert(image);
+
+   /* Don't resolve depth buffers without an auxiliary HiZ buffer and
+    * don't perform such a resolve on gens that don't support it.
+    */
+   if (cmd_buffer->device->info.gen < 8 ||
+       image->aux_usage != ISL_AUX_USAGE_HIZ)
       return;
 
+   assert(op == BLORP_HIZ_OP_HIZ_RESOLVE ||
+          op == BLORP_HIZ_OP_DEPTH_RESOLVE);
+
    struct blorp_batch batch;
    blorp_batch_init(&cmd_buffer->device->blorp, &batch, cmd_buffer, 0);
 
-   for (uint32_t i = 0; i < subpass->color_count; ++i) {
-      uint32_t src_att = subpass->color_attachments[i];
-      uint32_t dst_att = subpass->resolve_attachments[i];
+   struct blorp_surf surf;
+   get_blorp_surf_for_anv_image(image, VK_IMAGE_ASPECT_DEPTH_BIT,
+                                ISL_AUX_USAGE_NONE, &surf);
+
+   /* Manually add the aux HiZ surf */
+   surf.aux_surf = &image->aux_surface.isl,
+   surf.aux_addr = (struct blorp_address) {
+      .buffer = image->bo,
+      .offset = image->offset + image->aux_surface.offset,
+   };
+   surf.aux_usage = ISL_AUX_USAGE_HIZ;
 
-      if (dst_att == VK_ATTACHMENT_UNUSED)
-         continue;
+   surf.clear_color.f32[0] = ANV_HZ_FC_VAL;
 
-      struct anv_image_view *src_iview = fb->attachments[src_att];
-      struct anv_image_view *dst_iview = fb->attachments[dst_att];
+   blorp_hiz_op(&batch, &surf, 0, 0, 1, op);
+   blorp_batch_finish(&batch);
+}
 
-      const VkRect2D render_area = cmd_buffer->state.render_area;
+void
+anv_ccs_resolve(struct anv_cmd_buffer * const cmd_buffer,
+                const struct anv_state surface_state,
+                const struct anv_image * const image,
+                const uint8_t level, const uint32_t layer_count,
+                const enum blorp_fast_clear_op op)
+{
+   assert(cmd_buffer && image);
+
+   /* The resolved subresource range must have a CCS buffer. */
+   assert(level < anv_image_aux_levels(image));
+   assert(layer_count <= anv_image_aux_layers(image, level));
+   assert(image->aspects == VK_IMAGE_ASPECT_COLOR_BIT && image->samples == 1);
+
+   /* Create a binding table for this surface state. */
+   uint32_t binding_table;
+   VkResult result =
+      binding_table_for_surface_state(cmd_buffer, surface_state,
+                                      &binding_table);
+   if (result != VK_SUCCESS)
+      return;
 
-      assert(src_iview->aspect_mask == dst_iview->aspect_mask);
-      resolve_image(&batch, src_iview->image,
-                    src_iview->isl.base_level, src_iview->isl.base_array_layer,
-                    dst_iview->image,
-                    dst_iview->isl.base_level, dst_iview->isl.base_array_layer,
-                    src_iview->aspect_mask,
-                    render_area.offset.x, render_area.offset.y,
-                    render_area.offset.x, render_area.offset.y,
-                    render_area.extent.width, render_area.extent.height);
-   }
+   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 == ISL_AUX_USAGE_CCS_E ?
+                                ISL_AUX_USAGE_CCS_E : ISL_AUX_USAGE_CCS_D,
+                                &surf);
+
+   blorp_ccs_resolve_attachment(&batch, binding_table, &surf, level,
+                                layer_count, image->color_surface.isl.format,
+                                op);
 
    blorp_batch_finish(&batch);
 }