#include "anv_nir_builder.h"
#include "anv_private.h"
-struct clear_instance_data {
+/** Vertex attributes for color clears. */
+struct color_clear_vattrs {
struct anv_vue_header vue_header;
+ float position[2]; /**< 3DPRIM_RECTLIST */
VkClearColorValue color;
};
-static void
-meta_emit_clear(struct anv_cmd_buffer *cmd_buffer,
- int num_instances,
- struct clear_instance_data *instance_data,
- VkClearDepthStencilValue ds_clear_value)
-{
- struct anv_device *device = cmd_buffer->device;
- struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
- struct anv_state state;
- uint32_t size;
-
- const float vertex_data[] = {
- /* Rect-list coordinates */
- 0.0, 0.0, ds_clear_value.depth,
- fb->width, 0.0, ds_clear_value.depth,
- fb->width, fb->height, ds_clear_value.depth,
-
- /* Align to 16 bytes */
- 0.0, 0.0, 0.0,
- };
-
- size = sizeof(vertex_data) + num_instances * sizeof(*instance_data);
- state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, size, 16);
-
- /* Copy in the vertex and instance data */
- memcpy(state.map, vertex_data, sizeof(vertex_data));
- memcpy(state.map + sizeof(vertex_data), instance_data,
- num_instances * sizeof(*instance_data));
-
- struct anv_buffer vertex_buffer = {
- .device = cmd_buffer->device,
- .size = size,
- .bo = &device->dynamic_state_block_pool.bo,
- .offset = 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(vertex_data)
- });
-
- if (cmd_buffer->state.pipeline != anv_pipeline_from_handle(device->meta_state.clear.pipeline))
- anv_CmdBindPipeline(anv_cmd_buffer_to_handle(cmd_buffer),
- VK_PIPELINE_BIND_POINT_GRAPHICS,
- device->meta_state.clear.pipeline);
-
- ANV_CALL(CmdDraw)(anv_cmd_buffer_to_handle(cmd_buffer),
- 3, num_instances, 0, 0);
-}
+/** Vertex attributes for depth clears. */
+struct depth_clear_vattrs {
+ struct anv_vue_header vue_header;
+ float position[2]; /*<< 3DPRIM_RECTLIST */
+};
-void
-anv_cmd_buffer_clear_attachments(struct anv_cmd_buffer *cmd_buffer,
- struct anv_render_pass *pass,
- const VkClearValue *clear_values)
+static void
+meta_clear_begin(struct anv_meta_saved_state *saved_state,
+ struct anv_cmd_buffer *cmd_buffer)
{
- struct anv_meta_saved_state saved_state;
-
- if (pass->has_stencil_clear_attachment)
- anv_finishme("stencil clear");
-
- /* FINISHME: Rethink how we count clear attachments in light of
- * 0.138.2 -> 0.170.2 diff.
- */
- if (pass->num_color_clear_attachments == 0 &&
- !pass->has_depth_clear_attachment)
- return;
-
- struct clear_instance_data instance_data[pass->num_color_clear_attachments];
- uint32_t color_attachments[pass->num_color_clear_attachments];
- uint32_t ds_attachment = VK_ATTACHMENT_UNUSED;
- VkClearDepthStencilValue ds_clear_value = {0};
-
- int layer = 0;
- for (uint32_t i = 0; i < pass->attachment_count; i++) {
- const struct anv_render_pass_attachment *att = &pass->attachments[i];
-
- if (anv_format_is_color(att->format)) {
- if (att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
- instance_data[layer] = (struct clear_instance_data) {
- .vue_header = {
- .RTAIndex = i,
- .ViewportIndex = 0,
- .PointWidth = 0.0
- },
- .color = clear_values[i].color,
- };
- color_attachments[layer] = i;
- layer++;
- }
- } else {
- if (att->format->depth_format &&
- att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
- assert(ds_attachment == VK_ATTACHMENT_UNUSED);
- ds_attachment = i;
- ds_clear_value = clear_values[ds_attachment].depthStencil;
- }
-
- if (att->format->has_stencil &&
- att->stencil_load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
- anv_finishme("stencil clear");
- }
- }
- }
+ anv_meta_save(saved_state, cmd_buffer,
+ (1 << VK_DYNAMIC_STATE_VIEWPORT) |
+ (1 << VK_DYNAMIC_STATE_SCISSOR));
- anv_meta_save(&saved_state, cmd_buffer,
- (1 << VK_DYNAMIC_STATE_VIEWPORT));
cmd_buffer->state.dynamic.viewport.count = 0;
-
- struct anv_subpass subpass = {
- .input_count = 0,
- .color_count = pass->num_color_clear_attachments,
- .color_attachments = color_attachments,
- .depth_stencil_attachment = ds_attachment,
- };
-
- anv_cmd_buffer_begin_subpass(cmd_buffer, &subpass);
-
- meta_emit_clear(cmd_buffer, pass->num_color_clear_attachments,
- instance_data, ds_clear_value);
-
- anv_meta_restore(&saved_state, cmd_buffer);
+ cmd_buffer->state.dynamic.scissor.count = 0;
}
-static nir_shader *
-build_nir_vertex_shader(void)
+static void
+meta_clear_end(struct anv_meta_saved_state *saved_state,
+ struct anv_cmd_buffer *cmd_buffer)
{
- nir_builder b;
-
- const struct glsl_type *vertex_type = glsl_vec4_type();
-
- nir_builder_init_simple_shader(&b, MESA_SHADER_VERTEX);
-
- nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- vertex_type, "a_pos");
- pos_in->data.location = VERT_ATTRIB_GENERIC0;
- nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
- vertex_type, "gl_Position");
- pos_in->data.location = VARYING_SLOT_POS;
- nir_copy_var(&b, pos_out, pos_in);
-
- /* Add one more pass-through attribute. For clear shaders, this is used
- * to store the color and for blit shaders it's the texture coordinate.
- */
- const struct glsl_type *attr_type = glsl_vec4_type();
- nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
- attr_type, "a_attr");
- attr_in->data.location = VERT_ATTRIB_GENERIC1;
- nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
- attr_type, "v_attr");
- attr_out->data.location = VARYING_SLOT_VAR0;
- attr_out->data.interpolation = INTERP_QUALIFIER_FLAT;
- nir_copy_var(&b, attr_out, attr_in);
-
- return b.shader;
+ anv_meta_restore(saved_state, cmd_buffer);
}
-static nir_shader *
-build_nir_clear_fragment_shader(void)
+static void
+build_color_shaders(struct nir_shader **out_vs,
+ struct nir_shader **out_fs)
{
- nir_builder b;
-
- const struct glsl_type *color_type = glsl_vec4_type();
+ nir_builder vs_b;
+ nir_builder fs_b;
- nir_builder_init_simple_shader(&b, MESA_SHADER_FRAGMENT);
+ nir_builder_init_simple_shader(&vs_b, MESA_SHADER_VERTEX);
+ nir_builder_init_simple_shader(&fs_b, MESA_SHADER_FRAGMENT);
- nir_variable *color_in = nir_variable_create(b.shader, nir_var_shader_in,
- color_type, "v_attr");
- color_in->data.location = VARYING_SLOT_VAR0;
- color_in->data.interpolation = INTERP_QUALIFIER_FLAT;
- nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
- color_type, "f_color");
- color_out->data.location = FRAG_RESULT_DATA0;
- nir_copy_var(&b, color_out, color_in);
+ const struct glsl_type *position_type = glsl_vec4_type();
+ const struct glsl_type *color_type = glsl_vec4_type();
- return b.shader;
+ nir_variable *vs_in_pos =
+ nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
+ "a_position");
+ vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
+
+ nir_variable *vs_out_pos =
+ nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
+ "gl_Position");
+ vs_out_pos->data.location = VARYING_SLOT_POS;
+
+ nir_variable *vs_in_color =
+ nir_variable_create(vs_b.shader, nir_var_shader_in, color_type,
+ "a_color");
+ vs_in_color->data.location = VERT_ATTRIB_GENERIC1;
+
+ nir_variable *vs_out_color =
+ nir_variable_create(vs_b.shader, nir_var_shader_out, color_type,
+ "v_color");
+ vs_out_color->data.location = VARYING_SLOT_VAR0;
+ vs_out_color->data.interpolation = INTERP_QUALIFIER_FLAT;
+
+ nir_variable *fs_in_color =
+ nir_variable_create(fs_b.shader, nir_var_shader_in, color_type,
+ "v_color");
+ fs_in_color->data.location = vs_out_color->data.location;
+ fs_in_color->data.interpolation = vs_out_color->data.interpolation;
+
+ nir_variable *fs_out_color =
+ nir_variable_create(fs_b.shader, nir_var_shader_out, color_type,
+ "f_color");
+ fs_out_color->data.location = FRAG_RESULT_DATA0;
+
+ nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
+ nir_copy_var(&vs_b, vs_out_color, vs_in_color);
+ nir_copy_var(&fs_b, fs_out_color, fs_in_color);
+
+ *out_vs = vs_b.shader;
+ *out_fs = fs_b.shader;
}
-void
-anv_device_init_meta_clear_state(struct anv_device *device)
+static struct anv_pipeline *
+create_pipeline(struct anv_device *device,
+ struct nir_shader *vs_nir,
+ struct nir_shader *fs_nir,
+ const VkPipelineVertexInputStateCreateInfo *vi_state,
+ const VkPipelineDepthStencilStateCreateInfo *ds_state,
+ const VkPipelineColorBlendStateCreateInfo *cb_state)
{
- struct anv_shader_module vsm = {
- .nir = build_nir_vertex_shader(),
- };
+ VkDevice device_h = anv_device_to_handle(device);
- struct anv_shader_module fsm = {
- .nir = build_nir_clear_fragment_shader(),
- };
+ struct anv_shader_module vs_m = { .nir = vs_nir };
+ struct anv_shader_module fs_m = { .nir = fs_nir };
- VkShader vs;
- anv_CreateShader(anv_device_to_handle(device),
+ VkShader vs_h;
+ ANV_CALL(CreateShader)(device_h,
&(VkShaderCreateInfo) {
.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
- .module = anv_shader_module_to_handle(&vsm),
+ .module = anv_shader_module_to_handle(&vs_m),
.pName = "main",
- }, &vs);
+ },
+ &vs_h);
- VkShader fs;
- anv_CreateShader(anv_device_to_handle(device),
+ VkShader fs_h;
+ ANV_CALL(CreateShader)(device_h,
&(VkShaderCreateInfo) {
.sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO,
- .module = anv_shader_module_to_handle(&fsm),
+ .module = anv_shader_module_to_handle(&fs_m),
.pName = "main",
- }, &fs);
-
- /* We use instanced rendering to clear multiple render targets. We have two
- * vertex buffers: the first vertex buffer holds per-vertex data and
- * provides the vertices for the clear rectangle. The second one holds
- * per-instance data, which consists of the VUE header (which selects the
- * layer) and the color (Vulkan supports per-RT clear colors).
- */
- VkPipelineVertexInputStateCreateInfo vi_create_info = {
- .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
- .bindingCount = 2,
- .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
- {
- .binding = 0,
- .strideInBytes = 12,
- .stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
- },
- {
- .binding = 1,
- .strideInBytes = 32,
- .stepRate = VK_VERTEX_INPUT_STEP_RATE_INSTANCE
- },
},
- .attributeCount = 3,
- .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
- {
- /* VUE Header */
- .location = 0,
- .binding = 1,
- .format = VK_FORMAT_R32G32B32A32_UINT,
- .offsetInBytes = 0
- },
- {
- /* Position */
- .location = 1,
- .binding = 0,
- .format = VK_FORMAT_R32G32B32_SFLOAT,
- .offsetInBytes = 0
- },
- {
- /* Color */
- .location = 2,
- .binding = 1,
- .format = VK_FORMAT_R32G32B32A32_SFLOAT,
- .offsetInBytes = 16
- }
- }
- };
+ &fs_h);
- anv_graphics_pipeline_create(anv_device_to_handle(device),
+ VkPipeline pipeline_h;
+ anv_graphics_pipeline_create(device_h,
&(VkGraphicsPipelineCreateInfo) {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
-
.stageCount = 2,
.pStages = (VkPipelineShaderStageCreateInfo[]) {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX,
- .shader = vs,
- .pSpecializationInfo = NULL
- }, {
+ .shader = vs_h,
+ },
+ {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT,
- .shader = fs,
- .pSpecializationInfo = NULL,
- }
+ .shader = fs_h,
+ },
},
- .pVertexInputState = &vi_create_info,
+ .pVertexInputState = vi_state,
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
.pViewportState = &(VkPipelineViewportStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
+ .pViewports = NULL, /* dynamic */
.scissorCount = 1,
+ .pScissors = NULL, /* dynamic */
},
.pRasterState = &(VkPipelineRasterStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTER_STATE_CREATE_INFO,
- .depthClipEnable = true,
+ .depthClipEnable = false,
.rasterizerDiscardEnable = false,
.fillMode = VK_FILL_MODE_SOLID,
.cullMode = VK_CULL_MODE_NONE,
- .frontFace = VK_FRONT_FACE_CCW
+ .frontFace = VK_FRONT_FACE_CCW,
+ .depthBiasEnable = false,
+ .depthClipEnable = false,
},
.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
- .rasterSamples = 1,
+ .rasterSamples = 1, /* FINISHME: Multisampling */
.sampleShadingEnable = false,
.pSampleMask = (VkSampleMask[]) { UINT32_MAX },
},
- .pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) {
- .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
- .depthTestEnable = true,
- .depthWriteEnable = true,
- .depthCompareOp = VK_COMPARE_OP_ALWAYS,
- .depthBoundsTestEnable = false,
- .stencilTestEnable = true,
- .front = (VkStencilOpState) {
- .stencilPassOp = VK_STENCIL_OP_REPLACE,
- .stencilCompareOp = VK_COMPARE_OP_ALWAYS,
- },
- .back = (VkStencilOpState) {
- .stencilPassOp = VK_STENCIL_OP_REPLACE,
- .stencilCompareOp = VK_COMPARE_OP_ALWAYS,
- },
- },
- .pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
- .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
- .attachmentCount = 1,
- .pAttachments = (VkPipelineColorBlendAttachmentState []) {
- { .channelWriteMask = VK_CHANNEL_A_BIT |
- VK_CHANNEL_R_BIT | VK_CHANNEL_G_BIT | VK_CHANNEL_B_BIT },
- }
- },
+ .pDepthStencilState = ds_state,
+ .pColorBlendState = cb_state,
.pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
+ /* The meta clear pipeline declares all state as dynamic.
+ * As a consequence, vkCmdBindPipeline writes no dynamic state
+ * to the cmd buffer. Therefore, at the end of the meta clear,
+ * we need only restore dynamic state was vkCmdSet.
+ */
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = 9,
.pDynamicStates = (VkDynamicState[]) {
.disable_vs = true,
.use_rectlist = true
},
- &device->meta_state.clear.pipeline);
+ &pipeline_h);
+
+ ANV_CALL(DestroyShader)(device_h, vs_h);
+ ANV_CALL(DestroyShader)(device_h, fs_h);
- anv_DestroyShader(anv_device_to_handle(device), vs);
- anv_DestroyShader(anv_device_to_handle(device), fs);
- ralloc_free(vsm.nir);
- ralloc_free(fsm.nir);
+ ralloc_free(vs_nir);
+ ralloc_free(fs_nir);
+
+ return anv_pipeline_from_handle(pipeline_h);
+}
+
+static void
+init_color_pipeline(struct anv_device *device)
+{
+ struct nir_shader *vs_nir;
+ struct nir_shader *fs_nir;
+ build_color_shaders(&vs_nir, &fs_nir);
+
+ const VkPipelineVertexInputStateCreateInfo vi_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .bindingCount = 1,
+ .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
+ {
+ .binding = 0,
+ .strideInBytes = sizeof(struct color_clear_vattrs),
+ .stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
+ },
+ },
+ .attributeCount = 3,
+ .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
+ {
+ /* VUE Header */
+ .location = 0,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32B32A32_UINT,
+ .offsetInBytes = offsetof(struct color_clear_vattrs, vue_header),
+ },
+ {
+ /* Position */
+ .location = 1,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32_SFLOAT,
+ .offsetInBytes = offsetof(struct color_clear_vattrs, position),
+ },
+ {
+ /* Color */
+ .location = 2,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32B32A32_SFLOAT,
+ .offsetInBytes = offsetof(struct color_clear_vattrs, color),
+ },
+ },
+ };
+
+ const VkPipelineDepthStencilStateCreateInfo ds_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
+ .depthTestEnable = false,
+ .depthWriteEnable = false,
+ .depthBoundsTestEnable = false,
+ .stencilTestEnable = false,
+ };
+
+ const VkPipelineColorBlendStateCreateInfo cb_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .alphaToCoverageEnable = false,
+ .alphaToOneEnable = false,
+ .logicOpEnable = false,
+ .attachmentCount = 1,
+ .pAttachments = (VkPipelineColorBlendAttachmentState []) {
+ {
+ .blendEnable = false,
+ .channelWriteMask = VK_CHANNEL_A_BIT |
+ VK_CHANNEL_R_BIT |
+ VK_CHANNEL_G_BIT |
+ VK_CHANNEL_B_BIT,
+ },
+ },
+ };
+
+ device->meta_state.clear.color_pipeline =
+ create_pipeline(device, vs_nir, fs_nir, &vi_state, &ds_state,
+ &cb_state);
+}
+
+static void
+emit_load_color_clear(struct anv_cmd_buffer *cmd_buffer,
+ uint32_t attachment,
+ VkClearColorValue clear_value)
+{
+ struct anv_device *device = cmd_buffer->device;
+ VkCmdBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer);
+ const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
+ VkPipeline pipeline_h =
+ anv_pipeline_to_handle(device->meta_state.clear.color_pipeline);
+
+ const struct color_clear_vattrs vertex_data[3] = {
+ {
+ .vue_header = { 0 },
+ .position = { 0.0, 0.0 },
+ .color = clear_value,
+ },
+ {
+ .vue_header = { 0 },
+ .position = { fb->width, 0.0 },
+ .color = clear_value,
+ },
+ {
+ .vue_header = { 0 },
+ .position = { fb->width, fb->height },
+ .color = clear_value,
+ },
+ };
+
+ struct anv_state state =
+ anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, sizeof(vertex_data), 16);
+ memcpy(state.map, vertex_data, sizeof(vertex_data));
+
+ struct anv_buffer vertex_buffer = {
+ .device = device,
+ .size = sizeof(vertex_data),
+ .bo = &device->dynamic_state_block_pool.bo,
+ .offset = state.offset,
+ };
+
+ anv_cmd_buffer_begin_subpass(cmd_buffer,
+ &(struct anv_subpass) {
+ .color_count = 1,
+ .color_attachments = (uint32_t[]) { attachment },
+ .depth_stencil_attachment = VK_ATTACHMENT_UNUSED,
+ });
+
+ ANV_CALL(CmdSetViewport)(cmd_buffer_h, 1,
+ (VkViewport[]) {
+ {
+ .originX = 0,
+ .originY = 0,
+ .width = fb->width,
+ .height = fb->height,
+ .minDepth = 0.0,
+ .maxDepth = 1.0,
+ },
+ });
+
+ ANV_CALL(CmdSetScissor)(cmd_buffer_h, 1,
+ (VkRect2D[]) {
+ {
+ .offset = { 0, 0 },
+ .extent = { fb->width, fb->height },
+ }
+ });
+
+ ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1,
+ (VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) },
+ (VkDeviceSize[]) { 0 });
+
+ if (cmd_buffer->state.pipeline != device->meta_state.clear.color_pipeline) {
+ ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ pipeline_h);
+ }
+
+ ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0);
+}
+
+
+static void
+build_depthstencil_shaders(struct nir_shader **out_vs,
+ struct nir_shader **out_fs)
+{
+ nir_builder vs_b;
+ nir_builder fs_b;
+
+ nir_builder_init_simple_shader(&vs_b, MESA_SHADER_VERTEX);
+ nir_builder_init_simple_shader(&fs_b, MESA_SHADER_FRAGMENT);
+
+ const struct glsl_type *position_type = glsl_vec4_type();
+
+ nir_variable *vs_in_pos =
+ nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
+ "a_position");
+ vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
+
+ nir_variable *vs_out_pos =
+ nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
+ "gl_Position");
+ vs_out_pos->data.location = VARYING_SLOT_POS;
+
+ nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
+
+ *out_vs = vs_b.shader;
+ *out_fs = fs_b.shader;
+}
+
+static void
+init_depth_pipeline(struct anv_device *device)
+{
+ struct nir_shader *vs_nir;
+ struct nir_shader *fs_nir;
+ build_depthstencil_shaders(&vs_nir, &fs_nir);
+
+ const VkPipelineVertexInputStateCreateInfo vi_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .bindingCount = 1,
+ .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
+ {
+ .binding = 0,
+ .strideInBytes = sizeof(struct depth_clear_vattrs),
+ .stepRate = VK_VERTEX_INPUT_STEP_RATE_VERTEX
+ },
+ },
+ .attributeCount = 2,
+ .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
+ {
+ /* VUE Header */
+ .location = 0,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32B32A32_UINT,
+ .offsetInBytes = offsetof(struct depth_clear_vattrs, vue_header),
+ },
+ {
+ /* Position */
+ .location = 1,
+ .binding = 0,
+ .format = VK_FORMAT_R32G32_SFLOAT,
+ .offsetInBytes = offsetof(struct depth_clear_vattrs, position),
+ },
+ },
+ };
+
+ const VkPipelineDepthStencilStateCreateInfo ds_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
+ .depthTestEnable = true,
+ .depthCompareOp = VK_COMPARE_OP_ALWAYS,
+ .depthWriteEnable = true,
+ .depthBoundsTestEnable = false,
+ .stencilTestEnable = false,
+ };
+
+ const VkPipelineColorBlendStateCreateInfo cb_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .alphaToCoverageEnable = false,
+ .alphaToOneEnable = false,
+ .logicOpEnable = false,
+ .attachmentCount = 0,
+ .pAttachments = NULL,
+ };
+
+ device->meta_state.clear.depth_pipeline =
+ create_pipeline(device, vs_nir, fs_nir, &vi_state, &ds_state,
+ &cb_state);
+}
+
+static void
+emit_load_depth_clear(struct anv_cmd_buffer *cmd_buffer,
+ uint32_t attachment, float clear_value)
+{
+ struct anv_device *device = cmd_buffer->device;
+ VkCmdBuffer cmd_buffer_h = anv_cmd_buffer_to_handle(cmd_buffer);
+ const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
+
+ const struct depth_clear_vattrs vertex_data[3] = {
+ {
+ .vue_header = { 0 },
+ .position = { 0.0, 0.0 },
+ },
+ {
+ .vue_header = { 0 },
+ .position = { fb->width, 0.0 },
+ },
+ {
+ .vue_header = { 0 },
+ .position = { fb->width, fb->height },
+ },
+ };
+
+ struct anv_state state =
+ anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, sizeof(vertex_data), 16);
+ memcpy(state.map, vertex_data, sizeof(vertex_data));
+
+ struct anv_buffer vertex_buffer = {
+ .device = device,
+ .size = sizeof(vertex_data),
+ .bo = &device->dynamic_state_block_pool.bo,
+ .offset = state.offset,
+ };
+
+ anv_cmd_buffer_begin_subpass(cmd_buffer,
+ &(struct anv_subpass) {
+ .color_count = 0,
+ .depth_stencil_attachment = attachment,
+ });
+
+ ANV_CALL(CmdSetViewport)(cmd_buffer_h, 1,
+ (VkViewport[]) {
+ {
+ .originX = 0,
+ .originY = 0,
+ .width = fb->width,
+ .height = fb->height,
+ .minDepth = clear_value,
+ .maxDepth = clear_value,
+ },
+ });
+
+ ANV_CALL(CmdSetScissor)(cmd_buffer_h, 1,
+ (VkRect2D[]) {
+ {
+ .offset = { 0, 0 },
+ .extent = { fb->width, fb->height },
+ }
+ });
+
+ ANV_CALL(CmdBindVertexBuffers)(cmd_buffer_h, 0, 1,
+ (VkBuffer[]) { anv_buffer_to_handle(&vertex_buffer) },
+ (VkDeviceSize[]) { 0 });
+
+ if (cmd_buffer->state.pipeline != device->meta_state.clear.depth_pipeline) {
+ VkPipeline pipeline_h =
+ anv_pipeline_to_handle(device->meta_state.clear.depth_pipeline);
+ ANV_CALL(CmdBindPipeline)(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ pipeline_h);
+ }
+
+ ANV_CALL(CmdDraw)(cmd_buffer_h, 3, 1, 0, 0);
+}
+
+void
+anv_device_init_meta_clear_state(struct anv_device *device)
+{
+ init_color_pipeline(device);
+ init_depth_pipeline(device);
+}
+
+void
+anv_device_finish_meta_clear_state(struct anv_device *device)
+{
+ ANV_CALL(DestroyPipeline)(anv_device_to_handle(device),
+ anv_pipeline_to_handle(device->meta_state.clear.color_pipeline));
+ ANV_CALL(DestroyPipeline)(anv_device_to_handle(device),
+ anv_pipeline_to_handle(device->meta_state.clear.depth_pipeline));
+}
+
+void
+anv_cmd_buffer_clear_attachments(struct anv_cmd_buffer *cmd_buffer,
+ struct anv_render_pass *pass,
+ const VkClearValue *clear_values)
+{
+ struct anv_meta_saved_state saved_state;
+
+ meta_clear_begin(&saved_state, cmd_buffer);
+
+ for (uint32_t a = 0; a < pass->attachment_count; ++a) {
+ struct anv_render_pass_attachment *att = &pass->attachments[a];
+
+ if (anv_format_is_color(att->format)) {
+ if (att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ emit_load_color_clear(cmd_buffer, a, clear_values[a].color);
+ }
+ } else {
+ if (att->format->depth_format &&
+ att->load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ emit_load_depth_clear(cmd_buffer, a, clear_values[a].depthStencil.depth);
+ }
+
+ if (att->format->has_stencil &&
+ att->stencil_load_op == VK_ATTACHMENT_LOAD_OP_CLEAR) {
+ anv_finishme("stencil load clear");
+ }
+ }
+ }
+
+ meta_clear_end(&saved_state, cmd_buffer);
}
void anv_CmdClearColorImage(
ANV_FROM_HANDLE(anv_image, image, _image);
struct anv_meta_saved_state saved_state;
- anv_meta_save(&saved_state, cmd_buffer,
- (1 << VK_DYNAMIC_STATE_VIEWPORT));
- cmd_buffer->state.dynamic.viewport.count = 0;
+ meta_clear_begin(&saved_state, cmd_buffer);
for (uint32_t r = 0; r < rangeCount; r++) {
for (uint32_t l = 0; l < pRanges[r].mipLevels; l++) {
.renderPass = pass,
.framebuffer = fb,
.clearValueCount = 1,
- .pClearValues = NULL,
+ .pClearValues = (VkClearValue[]) {
+ { .color = *pColor },
+ },
}, VK_RENDER_PASS_CONTENTS_INLINE);
- struct clear_instance_data instance_data = {
- .vue_header = {
- .RTAIndex = 0,
- .ViewportIndex = 0,
- .PointWidth = 0.0
- },
- .color = *pColor,
- };
-
- meta_emit_clear(cmd_buffer, 1, &instance_data,
- (VkClearDepthStencilValue) {0});
-
ANV_CALL(CmdEndRenderPass)(anv_cmd_buffer_to_handle(cmd_buffer));
}
}
}
- anv_meta_restore(&saved_state, cmd_buffer);
+ meta_clear_end(&saved_state, cmd_buffer);
}
void anv_CmdClearDepthStencilImage(