*/
#include "anv_meta.h"
+#include "nir/nir_builder.h"
static VkFormat
vk_format_for_size(int bs)
}
}
+static void
+meta_emit_blit2d(struct anv_cmd_buffer *cmd_buffer,
+ struct anv_image *src_image,
+ struct anv_image_view *src_iview,
+ VkOffset3D src_offset,
+ VkExtent3D src_extent,
+ struct anv_image *dest_image,
+ struct anv_image_view *dest_iview,
+ VkOffset3D dest_offset,
+ VkExtent3D dest_extent,
+ VkFilter blit_filter)
+{
+ struct anv_device *device = cmd_buffer->device;
+
+ struct blit_vb_data {
+ float pos[2];
+ float tex_coord[3];
+ } *vb_data;
+
+ assert(src_image->samples == dest_image->samples);
+
+ unsigned vb_size = sizeof(struct anv_vue_header) + 3 * sizeof(*vb_data);
+
+ struct anv_state vb_state =
+ anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, vb_size, 16);
+ memset(vb_state.map, 0, sizeof(struct anv_vue_header));
+ vb_data = vb_state.map + sizeof(struct anv_vue_header);
+
+ vb_data[0] = (struct blit_vb_data) {
+ .pos = {
+ dest_offset.x + dest_extent.width,
+ dest_offset.y + dest_extent.height,
+ },
+ .tex_coord = {
+ (float)(src_offset.x + src_extent.width)
+ / (float)src_iview->extent.width,
+ (float)(src_offset.y + src_extent.height)
+ / (float)src_iview->extent.height,
+ (float)src_offset.z / (float)src_iview->extent.depth,
+ },
+ };
+
+ vb_data[1] = (struct blit_vb_data) {
+ .pos = {
+ dest_offset.x,
+ dest_offset.y + dest_extent.height,
+ },
+ .tex_coord = {
+ (float)src_offset.x / (float)src_iview->extent.width,
+ (float)(src_offset.y + src_extent.height) /
+ (float)src_iview->extent.height,
+ (float)src_offset.z / (float)src_iview->extent.depth,
+ },
+ };
+
+ vb_data[2] = (struct blit_vb_data) {
+ .pos = {
+ dest_offset.x,
+ dest_offset.y,
+ },
+ .tex_coord = {
+ (float)src_offset.x / (float)src_iview->extent.width,
+ (float)src_offset.y / (float)src_iview->extent.height,
+ (float)src_offset.z / (float)src_iview->extent.depth,
+ },
+ };
+
+ anv_state_clflush(vb_state);
+
+ struct anv_buffer vertex_buffer = {
+ .device = device,
+ .size = vb_size,
+ .bo = &device->dynamic_state_block_pool.bo,
+ .offset = vb_state.offset,
+ };
+
+ anv_CmdBindVertexBuffers(anv_cmd_buffer_to_handle(cmd_buffer), 0, 2,
+ (VkBuffer[]) {
+ anv_buffer_to_handle(&vertex_buffer),
+ anv_buffer_to_handle(&vertex_buffer)
+ },
+ (VkDeviceSize[]) {
+ 0,
+ sizeof(struct anv_vue_header),
+ });
+
+ VkSampler sampler;
+ ANV_CALL(CreateSampler)(anv_device_to_handle(device),
+ &(VkSamplerCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
+ .magFilter = blit_filter,
+ .minFilter = blit_filter,
+ }, &cmd_buffer->pool->alloc, &sampler);
+
+ VkDescriptorPool desc_pool;
+ anv_CreateDescriptorPool(anv_device_to_handle(device),
+ &(const VkDescriptorPoolCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
+ .pNext = NULL,
+ .flags = 0,
+ .maxSets = 1,
+ .poolSizeCount = 1,
+ .pPoolSizes = (VkDescriptorPoolSize[]) {
+ {
+ .type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .descriptorCount = 1
+ },
+ }
+ }, &cmd_buffer->pool->alloc, &desc_pool);
+
+ VkDescriptorSet set;
+ anv_AllocateDescriptorSets(anv_device_to_handle(device),
+ &(VkDescriptorSetAllocateInfo) {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
+ .descriptorPool = desc_pool,
+ .descriptorSetCount = 1,
+ .pSetLayouts = &device->meta_state.blit.ds_layout
+ }, &set);
+
+ anv_UpdateDescriptorSets(anv_device_to_handle(device),
+ 1, /* writeCount */
+ (VkWriteDescriptorSet[]) {
+ {
+ .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
+ .dstSet = set,
+ .dstBinding = 0,
+ .dstArrayElement = 0,
+ .descriptorCount = 1,
+ .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .pImageInfo = (VkDescriptorImageInfo[]) {
+ {
+ .sampler = sampler,
+ .imageView = anv_image_view_to_handle(src_iview),
+ .imageLayout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ }
+ }
+ }, 0, NULL);
+
+ VkFramebuffer fb;
+ anv_CreateFramebuffer(anv_device_to_handle(device),
+ &(VkFramebufferCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = (VkImageView[]) {
+ anv_image_view_to_handle(dest_iview),
+ },
+ .width = dest_iview->extent.width,
+ .height = dest_iview->extent.height,
+ .layers = 1
+ }, &cmd_buffer->pool->alloc, &fb);
+
+ ANV_CALL(CmdBeginRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer),
+ &(VkRenderPassBeginInfo) {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
+ .renderPass = device->meta_state.blit.render_pass,
+ .framebuffer = fb,
+ .renderArea = {
+ .offset = { dest_offset.x, dest_offset.y },
+ .extent = { dest_extent.width, dest_extent.height },
+ },
+ .clearValueCount = 0,
+ .pClearValues = NULL,
+ }, VK_SUBPASS_CONTENTS_INLINE);
+
+ VkPipeline pipeline;
+
+ switch (src_image->type) {
+ case VK_IMAGE_TYPE_1D:
+ pipeline = device->meta_state.blit.pipeline_1d_src;
+ break;
+ case VK_IMAGE_TYPE_2D:
+ pipeline = device->meta_state.blit.pipeline_2d_src;
+ break;
+ case VK_IMAGE_TYPE_3D:
+ pipeline = device->meta_state.blit.pipeline_3d_src;
+ break;
+ default:
+ unreachable(!"bad VkImageType");
+ }
+
+ if (cmd_buffer->state.pipeline != anv_pipeline_from_handle(pipeline)) {
+ anv_CmdBindPipeline(anv_cmd_buffer_to_handle(cmd_buffer),
+ VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
+ }
+
+ anv_CmdSetViewport(anv_cmd_buffer_to_handle(cmd_buffer), 0, 1,
+ &(VkViewport) {
+ .x = 0.0f,
+ .y = 0.0f,
+ .width = dest_iview->extent.width,
+ .height = dest_iview->extent.height,
+ .minDepth = 0.0f,
+ .maxDepth = 1.0f,
+ });
+
+ anv_CmdBindDescriptorSets(anv_cmd_buffer_to_handle(cmd_buffer),
+ VK_PIPELINE_BIND_POINT_GRAPHICS,
+ device->meta_state.blit.pipeline_layout, 0, 1,
+ &set, 0, NULL);
+
+ ANV_CALL(CmdDraw)(anv_cmd_buffer_to_handle(cmd_buffer), 3, 1, 0, 0);
+
+ ANV_CALL(CmdEndRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer));
+
+ /* At the point where we emit the draw call, all data from the
+ * descriptor sets, etc. has been used. We are free to delete it.
+ */
+ anv_DestroyDescriptorPool(anv_device_to_handle(device),
+ desc_pool, &cmd_buffer->pool->alloc);
+ anv_DestroySampler(anv_device_to_handle(device), sampler,
+ &cmd_buffer->pool->alloc);
+ anv_DestroyFramebuffer(anv_device_to_handle(device), fb,
+ &cmd_buffer->pool->alloc);
+}
+
void
anv_meta_end_blit2d(struct anv_cmd_buffer *cmd_buffer,
struct anv_meta_saved_state *save)
}
}
+
+static nir_shader *
+build_nir_vertex_shader(void)
+{
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ nir_builder b;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
+
+ nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "a_pos");
+ pos_in->data.location = VERT_ATTRIB_GENERIC0;
+ nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "gl_Position");
+ pos_out->data.location = VARYING_SLOT_POS;
+ nir_copy_var(&b, pos_out, pos_in);
+
+ nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "a_tex_pos");
+ tex_pos_in->data.location = VERT_ATTRIB_GENERIC1;
+ nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "v_tex_pos");
+ tex_pos_out->data.location = VARYING_SLOT_VAR0;
+ tex_pos_out->data.interpolation = INTERP_QUALIFIER_SMOOTH;
+ nir_copy_var(&b, tex_pos_out, tex_pos_in);
+
+ return b.shader;
+}
+
+static nir_shader *
+build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
+{
+ const struct glsl_type *vec4 = glsl_vec4_type();
+ nir_builder b;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
+
+ nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "v_tex_pos");
+ tex_pos_in->data.location = VARYING_SLOT_VAR0;
+
+ /* Swizzle the array index which comes in as Z coordinate into the right
+ * position.
+ */
+ unsigned swz[] = { 0, (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 1), 2 };
+ nir_ssa_def *const tex_pos =
+ nir_swizzle(&b, nir_load_var(&b, tex_pos_in), swz,
+ (tex_dim == GLSL_SAMPLER_DIM_1D ? 2 : 3), false);
+
+ const struct glsl_type *sampler_type =
+ glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D,
+ glsl_get_base_type(vec4));
+ nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
+ sampler_type, "s_tex");
+ sampler->data.descriptor_set = 0;
+ sampler->data.binding = 0;
+
+ nir_tex_instr *tex = nir_tex_instr_create(b.shader, 1);
+ tex->sampler_dim = tex_dim;
+ tex->op = nir_texop_tex;
+ tex->src[0].src_type = nir_tex_src_coord;
+ tex->src[0].src = nir_src_for_ssa(tex_pos);
+ tex->dest_type = nir_type_float; /* TODO */
+ tex->is_array = glsl_sampler_type_is_array(sampler_type);
+ tex->coord_components = tex_pos->num_components;
+ tex->texture = nir_deref_var_create(tex, sampler);
+ tex->sampler = nir_deref_var_create(tex, sampler);
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, "tex");
+ nir_builder_instr_insert(&b, &tex->instr);
+
+ nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "f_color");
+ color_out->data.location = FRAG_RESULT_DATA0;
+ nir_store_var(&b, color_out, &tex->dest.ssa, 4);
+
+ return b.shader;
+}
+
+void
+anv_device_finish_meta_blit2d_state(struct anv_device *device)
+{
+ anv_DestroyRenderPass(anv_device_to_handle(device),
+ device->meta_state.blit.render_pass,
+ &device->meta_state.alloc);
+ anv_DestroyPipeline(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_1d_src,
+ &device->meta_state.alloc);
+ anv_DestroyPipeline(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_2d_src,
+ &device->meta_state.alloc);
+ anv_DestroyPipeline(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_3d_src,
+ &device->meta_state.alloc);
+ anv_DestroyPipelineLayout(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_layout,
+ &device->meta_state.alloc);
+ anv_DestroyDescriptorSetLayout(anv_device_to_handle(device),
+ device->meta_state.blit.ds_layout,
+ &device->meta_state.alloc);
+}
+
+VkResult
+anv_device_init_meta_blit2d_state(struct anv_device *device)
+{
+ VkResult result;
+
+ result = anv_CreateRenderPass(anv_device_to_handle(device),
+ &(VkRenderPassCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = &(VkAttachmentDescription) {
+ .format = VK_FORMAT_UNDEFINED, /* Our shaders don't care */
+ .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD,
+ .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
+ .initialLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .finalLayout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .subpassCount = 1,
+ .pSubpasses = &(VkSubpassDescription) {
+ .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
+ .inputAttachmentCount = 0,
+ .colorAttachmentCount = 1,
+ .pColorAttachments = &(VkAttachmentReference) {
+ .attachment = 0,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .pResolveAttachments = NULL,
+ .pDepthStencilAttachment = &(VkAttachmentReference) {
+ .attachment = VK_ATTACHMENT_UNUSED,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ },
+ .preserveAttachmentCount = 1,
+ .pPreserveAttachments = (uint32_t[]) { 0 },
+ },
+ .dependencyCount = 0,
+ }, &device->meta_state.alloc, &device->meta_state.blit.render_pass);
+ if (result != VK_SUCCESS)
+ goto fail;
+
+ /* We don't use a vertex shader for blitting, but instead build and pass
+ * the VUEs directly to the rasterization backend. However, we do need
+ * to provide GLSL source for the vertex shader so that the compiler
+ * does not dead-code our inputs.
+ */
+ struct anv_shader_module vs = {
+ .nir = build_nir_vertex_shader(),
+ };
+
+ struct anv_shader_module fs_1d = {
+ .nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_1D),
+ };
+
+ struct anv_shader_module fs_2d = {
+ .nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_2D),
+ };
+
+ struct anv_shader_module fs_3d = {
+ .nir = build_nir_copy_fragment_shader(GLSL_SAMPLER_DIM_3D),
+ };
+
+ VkPipelineVertexInputStateCreateInfo vi_create_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .vertexBindingDescriptionCount = 2,
+ .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
+ {
+ .binding = 0,
+ .stride = 0,
+ .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
+ },
+ {
+ .binding = 1,
+ .stride = 5 * sizeof(float),
+ .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
+ },
+ },
+ .vertexAttributeDescriptionCount = 3,
+ .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
+ {
+ /* VUE Header */
+ .location = 0,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32B32A32_UINT,
+ .offset = 0
+ },
+ {
+ /* Position */
+ .location = 1,
+ .binding = 1,
+ .format = VK_FORMAT_R32G32_SFLOAT,
+ .offset = 0
+ },
+ {
+ /* Texture Coordinate */
+ .location = 2,
+ .binding = 1,
+ .format = VK_FORMAT_R32G32B32_SFLOAT,
+ .offset = 8
+ }
+ }
+ };
+
+ VkDescriptorSetLayoutCreateInfo ds_layout_info = {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
+ .bindingCount = 1,
+ .pBindings = (VkDescriptorSetLayoutBinding[]) {
+ {
+ .binding = 0,
+ .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .descriptorCount = 1,
+ .stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
+ .pImmutableSamplers = NULL
+ },
+ }
+ };
+ result = anv_CreateDescriptorSetLayout(anv_device_to_handle(device),
+ &ds_layout_info,
+ &device->meta_state.alloc,
+ &device->meta_state.blit.ds_layout);
+ if (result != VK_SUCCESS)
+ goto fail_render_pass;
+
+ result = anv_CreatePipelineLayout(anv_device_to_handle(device),
+ &(VkPipelineLayoutCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
+ .setLayoutCount = 1,
+ .pSetLayouts = &device->meta_state.blit.ds_layout,
+ },
+ &device->meta_state.alloc, &device->meta_state.blit.pipeline_layout);
+ if (result != VK_SUCCESS)
+ goto fail_descriptor_set_layout;
+
+ VkPipelineShaderStageCreateInfo pipeline_shader_stages[] = {
+ {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_VERTEX_BIT,
+ .module = anv_shader_module_to_handle(&vs),
+ .pName = "main",
+ .pSpecializationInfo = NULL
+ }, {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
+ .module = VK_NULL_HANDLE, /* TEMPLATE VALUE! FILL ME IN! */
+ .pName = "main",
+ .pSpecializationInfo = NULL
+ },
+ };
+
+ const VkGraphicsPipelineCreateInfo vk_pipeline_info = {
+ .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
+ .stageCount = ARRAY_SIZE(pipeline_shader_stages),
+ .pStages = pipeline_shader_stages,
+ .pVertexInputState = &vi_create_info,
+ .pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
+ .topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
+ .primitiveRestartEnable = false,
+ },
+ .pViewportState = &(VkPipelineViewportStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
+ .viewportCount = 1,
+ .scissorCount = 1,
+ },
+ .pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
+ .rasterizerDiscardEnable = false,
+ .polygonMode = VK_POLYGON_MODE_FILL,
+ .cullMode = VK_CULL_MODE_NONE,
+ .frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE
+ },
+ .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
+ .rasterizationSamples = 1,
+ .sampleShadingEnable = false,
+ .pSampleMask = (VkSampleMask[]) { UINT32_MAX },
+ },
+ .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = (VkPipelineColorBlendAttachmentState []) {
+ { .colorWriteMask =
+ VK_COLOR_COMPONENT_A_BIT |
+ VK_COLOR_COMPONENT_R_BIT |
+ VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT },
+ }
+ },
+ .pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
+ .dynamicStateCount = 9,
+ .pDynamicStates = (VkDynamicState[]) {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_SCISSOR,
+ VK_DYNAMIC_STATE_LINE_WIDTH,
+ VK_DYNAMIC_STATE_DEPTH_BIAS,
+ VK_DYNAMIC_STATE_BLEND_CONSTANTS,
+ VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+ VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ },
+ },
+ .flags = 0,
+ .layout = device->meta_state.blit.pipeline_layout,
+ .renderPass = device->meta_state.blit.render_pass,
+ .subpass = 0,
+ };
+
+ const struct anv_graphics_pipeline_create_info anv_pipeline_info = {
+ .color_attachment_count = -1,
+ .use_repclear = false,
+ .disable_viewport = true,
+ .disable_scissor = true,
+ .disable_vs = true,
+ .use_rectlist = true
+ };
+
+ pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_1d);
+ result = anv_graphics_pipeline_create(anv_device_to_handle(device),
+ VK_NULL_HANDLE,
+ &vk_pipeline_info, &anv_pipeline_info,
+ &device->meta_state.alloc, &device->meta_state.blit.pipeline_1d_src);
+ if (result != VK_SUCCESS)
+ goto fail_pipeline_layout;
+
+ pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_2d);
+ result = anv_graphics_pipeline_create(anv_device_to_handle(device),
+ VK_NULL_HANDLE,
+ &vk_pipeline_info, &anv_pipeline_info,
+ &device->meta_state.alloc, &device->meta_state.blit.pipeline_2d_src);
+ if (result != VK_SUCCESS)
+ goto fail_pipeline_1d;
+
+ pipeline_shader_stages[1].module = anv_shader_module_to_handle(&fs_3d);
+ result = anv_graphics_pipeline_create(anv_device_to_handle(device),
+ VK_NULL_HANDLE,
+ &vk_pipeline_info, &anv_pipeline_info,
+ &device->meta_state.alloc, &device->meta_state.blit.pipeline_3d_src);
+ if (result != VK_SUCCESS)
+ goto fail_pipeline_2d;
+
+ ralloc_free(vs.nir);
+ ralloc_free(fs_1d.nir);
+ ralloc_free(fs_2d.nir);
+ ralloc_free(fs_3d.nir);
+
+ return VK_SUCCESS;
+
+ fail_pipeline_2d:
+ anv_DestroyPipeline(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_2d_src,
+ &device->meta_state.alloc);
+
+ fail_pipeline_1d:
+ anv_DestroyPipeline(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_1d_src,
+ &device->meta_state.alloc);
+
+ fail_pipeline_layout:
+ anv_DestroyPipelineLayout(anv_device_to_handle(device),
+ device->meta_state.blit.pipeline_layout,
+ &device->meta_state.alloc);
+ fail_descriptor_set_layout:
+ anv_DestroyDescriptorSetLayout(anv_device_to_handle(device),
+ device->meta_state.blit.ds_layout,
+ &device->meta_state.alloc);
+ fail_render_pass:
+ anv_DestroyRenderPass(anv_device_to_handle(device),
+ device->meta_state.blit.render_pass,
+ &device->meta_state.alloc);
+
+ ralloc_free(vs.nir);
+ ralloc_free(fs_1d.nir);
+ ralloc_free(fs_2d.nir);
+ ralloc_free(fs_3d.nir);
+ fail:
+ return result;
+}