vk_foreach_struct(ext, pProperties->pNext) {
switch (ext->sType) {
+ case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES_KHR: {
+ VkPhysicalDeviceDepthStencilResolvePropertiesKHR *props =
+ (VkPhysicalDeviceDepthStencilResolvePropertiesKHR *)ext;
+
+ /* We support all of the depth resolve modes */
+ props->supportedDepthResolveModes =
+ VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR |
+ VK_RESOLVE_MODE_AVERAGE_BIT_KHR |
+ VK_RESOLVE_MODE_MIN_BIT_KHR |
+ VK_RESOLVE_MODE_MAX_BIT_KHR;
+
+ /* Average doesn't make sense for stencil so we don't support that */
+ props->supportedStencilResolveModes =
+ VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR;
+ if (pdevice->info.gen >= 8) {
+ /* The advanced stencil resolve modes currently require stencil
+ * sampling be supported by the hardware.
+ */
+ props->supportedStencilResolveModes |=
+ VK_RESOLVE_MODE_MIN_BIT_KHR |
+ VK_RESOLVE_MODE_MAX_BIT_KHR;
+ }
+
+ props->independentResolveNone = VK_TRUE;
+ props->independentResolve = VK_TRUE;
+ break;
+ }
+
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES_KHR: {
VkPhysicalDeviceDriverPropertiesKHR *driver_props =
(VkPhysicalDeviceDriverPropertiesKHR *) ext;
subpass->depth_stencil_attachment->attachment == VK_ATTACHMENT_UNUSED)
subpass->depth_stencil_attachment = NULL;
+ if (subpass->ds_resolve_attachment &&
+ subpass->ds_resolve_attachment->attachment == VK_ATTACHMENT_UNUSED)
+ subpass->ds_resolve_attachment = NULL;
+
for (uint32_t j = 0; j < subpass->attachment_count; j++) {
struct anv_subpass_attachment *subpass_att = &subpass->attachments[j];
if (subpass_att->attachment == VK_ATTACHMENT_UNUSED)
color_att->usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
}
}
+
+ if (subpass->ds_resolve_attachment) {
+ struct anv_subpass_attachment *ds_att =
+ subpass->depth_stencil_attachment;
+ UNUSED struct anv_subpass_attachment *resolve_att =
+ subpass->ds_resolve_attachment;
+
+ assert(resolve_att->usage == VK_IMAGE_USAGE_TRANSFER_DST_BIT);
+ ds_att->usage |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
+ }
}
/* From the Vulkan 1.0.39 spec:
static unsigned
num_subpass_attachments2(const VkSubpassDescription2KHR *desc)
{
+ const VkSubpassDescriptionDepthStencilResolveKHR *ds_resolve =
+ vk_find_struct_const(desc->pNext,
+ SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE_KHR);
+
return desc->inputAttachmentCount +
desc->colorAttachmentCount +
(desc->pResolveAttachments ? desc->colorAttachmentCount : 0) +
- (desc->pDepthStencilAttachment != NULL);
+ (desc->pDepthStencilAttachment != NULL) +
+ (ds_resolve && ds_resolve->pDepthStencilResolveAttachment);
}
VkResult anv_CreateRenderPass2KHR(
.layout = desc->pDepthStencilAttachment->layout,
};
}
+
+ const VkSubpassDescriptionDepthStencilResolveKHR *ds_resolve =
+ vk_find_struct_const(desc->pNext,
+ SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE_KHR);
+
+ if (ds_resolve && ds_resolve->pDepthStencilResolveAttachment) {
+ subpass->ds_resolve_attachment = subpass_attachments++;
+
+ *subpass->ds_resolve_attachment = (struct anv_subpass_attachment) {
+ .usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT,
+ .attachment = ds_resolve->pDepthStencilResolveAttachment->attachment,
+ .layout = ds_resolve->pDepthStencilResolveAttachment->layout,
+ };
+ subpass->depth_resolve_mode = ds_resolve->depthResolveMode;
+ subpass->stencil_resolve_mode = ds_resolve->stencilResolveMode;
+ }
}
for (uint32_t i = 0; i < pCreateInfo->dependencyCount; i++)
cmd_buffer_emit_depth_stencil(cmd_buffer);
}
+static enum blorp_filter
+vk_to_blorp_resolve_mode(VkResolveModeFlagBitsKHR vk_mode)
+{
+ switch (vk_mode) {
+ case VK_RESOLVE_MODE_SAMPLE_ZERO_BIT_KHR:
+ return BLORP_FILTER_SAMPLE_0;
+ case VK_RESOLVE_MODE_AVERAGE_BIT_KHR:
+ return BLORP_FILTER_AVERAGE;
+ case VK_RESOLVE_MODE_MIN_BIT_KHR:
+ return BLORP_FILTER_MIN_SAMPLE;
+ case VK_RESOLVE_MODE_MAX_BIT_KHR:
+ return BLORP_FILTER_MAX_SAMPLE;
+ default:
+ return BLORP_FILTER_NONE;
+ }
+}
+
static void
cmd_buffer_end_subpass(struct anv_cmd_buffer *cmd_buffer)
{
}
}
+ if (subpass->ds_resolve_attachment) {
+ /* We are about to do some MSAA resolves. We need to flush so that the
+ * result of writes to the MSAA depth 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_DEPTH_CACHE_FLUSH_BIT;
+
+ uint32_t src_att = subpass->depth_stencil_attachment->attachment;
+ uint32_t dst_att = subpass->ds_resolve_attachment->attachment;
+
+ 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;
+ }
+
+ 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;
+
+ if ((src_iview->image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT) &&
+ subpass->depth_resolve_mode != VK_RESOLVE_MODE_NONE_KHR) {
+
+ struct anv_attachment_state *src_state =
+ &cmd_state->attachments[src_att];
+ struct anv_attachment_state *dst_state =
+ &cmd_state->attachments[dst_att];
+
+ /* MSAA resolves sample from the source attachment. Transition the
+ * depth attachment first to get rid of any HiZ that we may not be
+ * able to handle.
+ */
+ transition_depth_buffer(cmd_buffer, src_iview->image,
+ src_state->current_layout,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ src_state->aux_usage =
+ anv_layout_to_aux_usage(&cmd_buffer->device->info, src_iview->image,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ src_state->current_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+
+ /* MSAA resolves write to the resolve attachment as if it were any
+ * other transfer op. Transition the resolve attachment accordingly.
+ */
+ VkImageLayout dst_initial_layout = dst_state->current_layout;
+
+ /* If our render area is the entire size of the image, we're going to
+ * blow it all away so we can claim the initial layout is UNDEFINED
+ * and we'll get a HiZ ambiguate instead of a resolve.
+ */
+ if (dst_iview->image->type != VK_IMAGE_TYPE_3D &&
+ render_area.offset.x == 0 && render_area.offset.y == 0 &&
+ render_area.extent.width == dst_iview->extent.width &&
+ render_area.extent.height == dst_iview->extent.height)
+ dst_initial_layout = VK_IMAGE_LAYOUT_UNDEFINED;
+
+ transition_depth_buffer(cmd_buffer, dst_iview->image,
+ dst_initial_layout,
+ VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
+ dst_state->aux_usage =
+ anv_layout_to_aux_usage(&cmd_buffer->device->info, dst_iview->image,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
+ dst_state->current_layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+
+ enum blorp_filter filter =
+ vk_to_blorp_resolve_mode(subpass->depth_resolve_mode);
+
+ anv_image_msaa_resolve(cmd_buffer,
+ src_iview->image, src_state->aux_usage,
+ src_iview->planes[0].isl.base_level,
+ src_iview->planes[0].isl.base_array_layer,
+ dst_iview->image, dst_state->aux_usage,
+ dst_iview->planes[0].isl.base_level,
+ dst_iview->planes[0].isl.base_array_layer,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ render_area.offset.x, render_area.offset.y,
+ render_area.offset.x, render_area.offset.y,
+ render_area.extent.width,
+ render_area.extent.height,
+ fb->layers, filter);
+ }
+
+ if ((src_iview->image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT) &&
+ subpass->stencil_resolve_mode != VK_RESOLVE_MODE_NONE_KHR) {
+
+ enum isl_aux_usage src_aux_usage = ISL_AUX_USAGE_NONE;
+ enum isl_aux_usage dst_aux_usage = ISL_AUX_USAGE_NONE;
+
+ enum blorp_filter filter =
+ vk_to_blorp_resolve_mode(subpass->stencil_resolve_mode);
+
+ anv_image_msaa_resolve(cmd_buffer,
+ src_iview->image, src_aux_usage,
+ src_iview->planes[0].isl.base_level,
+ src_iview->planes[0].isl.base_array_layer,
+ dst_iview->image, dst_aux_usage,
+ dst_iview->planes[0].isl.base_level,
+ dst_iview->planes[0].isl.base_array_layer,
+ VK_IMAGE_ASPECT_STENCIL_BIT,
+ render_area.offset.x, render_area.offset.y,
+ render_area.offset.x, render_area.offset.y,
+ render_area.extent.width,
+ render_area.extent.height,
+ fb->layers, filter);
+ }
+ }
+
for (uint32_t i = 0; i < subpass->attachment_count; ++i) {
const uint32_t a = subpass->attachments[i].attachment;
if (a == VK_ATTACHMENT_UNUSED)