#include "util/format_rgb9e5.h"
#include "vk_format.h"
-/** Vertex attributes for color clears. */
-struct color_clear_vattrs {
- VkClearColorValue color;
-};
-
-/** Vertex attributes for depthstencil clears. */
-struct depthstencil_clear_vattrs {
- float depth_clear;
-};
-
enum {
DEPTH_CLEAR_SLOW,
DEPTH_CLEAR_FAST_EXPCLEAR,
"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_GENERIC0;
-
- 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_MODE_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_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
+ nir_intrinsic_set_base(in_color_load, 0);
+ nir_intrinsic_set_range(in_color_load, 16);
+ in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
+ in_color_load->num_components = 4;
+ nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 4, 32, "clear color");
+ nir_builder_instr_insert(&fs_b, &in_color_load->instr);
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 + frag_output;
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
+ nir_store_var(&fs_b, fs_out_color, &in_color_load->dest.ssa, 0xf);
+ nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
- nir_copy_var(&vs_b, vs_out_color, vs_in_color);
- nir_copy_var(&fs_b, fs_out_color, fs_in_color);
const struct glsl_type *layer_type = glsl_int_type();
nir_variable *vs_out_layer =
const VkPipelineVertexInputStateCreateInfo *vi_state,
const VkPipelineDepthStencilStateCreateInfo *ds_state,
const VkPipelineColorBlendStateCreateInfo *cb_state,
+ const VkPipelineLayout layout,
const struct radv_graphics_pipeline_create_info *extra,
const VkAllocationCallbacks *alloc,
struct radv_pipeline **pipeline)
VK_DYNAMIC_STATE_STENCIL_REFERENCE,
},
},
- .flags = 0,
- .renderPass = radv_render_pass_to_handle(render_pass),
- .subpass = 0,
- },
+ .layout = layout,
+ .flags = 0,
+ .renderPass = radv_render_pass_to_handle(render_pass),
+ .subpass = 0,
+ },
extra,
alloc,
&pipeline_h);
const VkPipelineVertexInputStateCreateInfo vi_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
- .vertexBindingDescriptionCount = 1,
- .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
- {
- .binding = 0,
- .stride = sizeof(struct color_clear_vattrs),
- .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
- },
- },
- .vertexAttributeDescriptionCount = 1,
- .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
- {
- /* Color */
- .location = 0,
- .binding = 0,
- .format = VK_FORMAT_R32G32B32A32_SFLOAT,
- .offset = 0,
- },
- },
+ .vertexBindingDescriptionCount = 0,
+ .vertexAttributeDescriptionCount = 0,
};
const VkPipelineDepthStencilStateCreateInfo ds_state = {
};
result = create_pipeline(device, radv_render_pass_from_handle(pass),
samples, vs_nir, fs_nir, &vi_state, &ds_state, &cb_state,
+ device->meta_state.clear_color_p_layout,
&extra, &device->meta_state.alloc, pipeline);
return result;
}
destroy_render_pass(device, state->clear[i].depthstencil_rp);
}
-
+ radv_DestroyPipelineLayout(radv_device_to_handle(device),
+ state->clear_color_p_layout,
+ &state->alloc);
+ radv_DestroyPipelineLayout(radv_device_to_handle(device),
+ state->clear_depth_p_layout,
+ &state->alloc);
}
static void
VkClearColorValue clear_value = clear_att->clearValue.color;
VkCommandBuffer cmd_buffer_h = radv_cmd_buffer_to_handle(cmd_buffer);
VkPipeline pipeline_h;
- uint32_t offset;
if (fs_key == -1) {
radv_finishme("color clears incomplete");
assert(clear_att->aspectMask == VK_IMAGE_ASPECT_COLOR_BIT);
assert(clear_att->colorAttachment < subpass->color_count);
- const struct color_clear_vattrs vertex_data[3] = {
- {
- .color = clear_value,
- },
- {
- .color = clear_value,
- },
- {
- .color = clear_value,
- },
- };
+ radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
+ device->meta_state.clear_color_p_layout,
+ VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16,
+ &clear_value);
struct radv_subpass clear_subpass = {
.color_count = 1,
radv_cmd_buffer_set_subpass(cmd_buffer, &clear_subpass, false);
- radv_cmd_buffer_upload_data(cmd_buffer, sizeof(vertex_data), 16, vertex_data, &offset);
- struct radv_buffer vertex_buffer = {
- .device = device,
- .size = sizeof(vertex_data),
- .bo = cmd_buffer->upload.upload_bo,
- .offset = offset,
- };
-
-
- radv_CmdBindVertexBuffers(cmd_buffer_h, 0, 1,
- (VkBuffer[]) { radv_buffer_to_handle(&vertex_buffer) },
- (VkDeviceSize[]) { 0 });
-
if (cmd_buffer->state.pipeline != pipeline) {
radv_CmdBindPipeline(cmd_buffer_h, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_h);
vs_b.shader->info->name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
fs_b.shader->info->name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
const struct glsl_type *position_out_type = glsl_vec4_type();
- const struct glsl_type *position_type = glsl_float_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_out_type,
"gl_Position");
vs_out_pos->data.location = VARYING_SLOT_POS;
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, nir_load_var(&vs_b, vs_in_pos));
+ nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(vs_b.shader, nir_intrinsic_load_push_constant);
+ nir_intrinsic_set_base(in_color_load, 0);
+ nir_intrinsic_set_range(in_color_load, 4);
+ in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&vs_b, 0));
+ in_color_load->num_components = 1;
+ nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 1, 32, "depth value");
+ nir_builder_instr_insert(&vs_b, &in_color_load->instr);
+
+ nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, &in_color_load->dest.ssa);
nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
const struct glsl_type *layer_type = glsl_int_type();
const VkPipelineVertexInputStateCreateInfo vi_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
- .vertexBindingDescriptionCount = 1,
- .pVertexBindingDescriptions = (VkVertexInputBindingDescription[]) {
- {
- .binding = 0,
- .stride = sizeof(struct depthstencil_clear_vattrs),
- .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
- },
- },
- .vertexAttributeDescriptionCount = 1,
- .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
- {
- /* Position */
- .location = 0,
- .binding = 0,
- .format = VK_FORMAT_R32_SFLOAT,
- .offset = 0,
- },
- },
+ .vertexBindingDescriptionCount = 0,
+ .vertexAttributeDescriptionCount = 0,
};
const VkPipelineDepthStencilStateCreateInfo ds_state = {
}
result = create_pipeline(device, radv_render_pass_from_handle(render_pass),
samples, vs_nir, fs_nir, &vi_state, &ds_state, &cb_state,
+ device->meta_state.clear_depth_p_layout,
&extra, &device->meta_state.alloc, pipeline);
return result;
}
const uint32_t samples = iview->image->info.samples;
const uint32_t samples_log2 = ffs(samples) - 1;
VkCommandBuffer cmd_buffer_h = radv_cmd_buffer_to_handle(cmd_buffer);
- uint32_t offset;
assert(aspects == VK_IMAGE_ASPECT_DEPTH_BIT ||
aspects == VK_IMAGE_ASPECT_STENCIL_BIT ||
if (!(aspects & VK_IMAGE_ASPECT_DEPTH_BIT))
clear_value.depth = 1.0f;
- const struct depthstencil_clear_vattrs vertex_data[3] = {
- {
- .depth_clear = clear_value.depth,
- },
- {
- .depth_clear = clear_value.depth,
- },
- {
- .depth_clear = clear_value.depth,
- },
- };
-
- radv_cmd_buffer_upload_data(cmd_buffer, sizeof(vertex_data), 16, vertex_data, &offset);
- struct radv_buffer vertex_buffer = {
- .device = device,
- .size = sizeof(vertex_data),
- .bo = cmd_buffer->upload.upload_bo,
- .offset = offset,
- };
+ radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
+ device->meta_state.clear_depth_p_layout,
+ VK_SHADER_STAGE_VERTEX_BIT, 0, 4,
+ &clear_value.depth);
if (aspects & VK_IMAGE_ASPECT_STENCIL_BIT) {
radv_CmdSetStencilReference(cmd_buffer_h, VK_STENCIL_FACE_FRONT_BIT,
clear_value.stencil);
}
- radv_CmdBindVertexBuffers(cmd_buffer_h, 0, 1,
- (VkBuffer[]) { radv_buffer_to_handle(&vertex_buffer) },
- (VkDeviceSize[]) { 0 });
-
struct radv_pipeline *pipeline = pick_depthstencil_pipeline(meta_state,
iview,
samples_log2,
memset(&device->meta_state.clear, 0, sizeof(device->meta_state.clear));
+ VkPipelineLayoutCreateInfo pl_color_create_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
+ .setLayoutCount = 0,
+ .pushConstantRangeCount = 1,
+ .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16},
+ };
+
+ res = radv_CreatePipelineLayout(radv_device_to_handle(device),
+ &pl_color_create_info,
+ &device->meta_state.alloc,
+ &device->meta_state.clear_color_p_layout);
+ if (res != VK_SUCCESS)
+ goto fail;
+
+ VkPipelineLayoutCreateInfo pl_depth_create_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
+ .setLayoutCount = 0,
+ .pushConstantRangeCount = 1,
+ .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_VERTEX_BIT, 0, 4},
+ };
+
+ res = radv_CreatePipelineLayout(radv_device_to_handle(device),
+ &pl_depth_create_info,
+ &device->meta_state.alloc,
+ &device->meta_state.clear_depth_p_layout);
+ if (res != VK_SUCCESS)
+ goto fail;
+
for (uint32_t i = 0; i < ARRAY_SIZE(state->clear); ++i) {
uint32_t samples = 1 << i;
for (uint32_t j = 0; j < ARRAY_SIZE(pipeline_formats); ++j) {
if (!subpass_needs_clear(cmd_buffer))
return;
- radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer);
+ radv_meta_save_graphics_reset_vport_scissor_novertex(&saved_state, cmd_buffer);
VkClearRect clear_rect = {
.rect = cmd_state->render_area,
if (cs)
radv_meta_begin_cleari(cmd_buffer, &saved_state.compute);
else
- radv_meta_save_graphics_reset_vport_scissor(&saved_state.gfx, cmd_buffer);
+ radv_meta_save_graphics_reset_vport_scissor_novertex(&saved_state.gfx, cmd_buffer);
radv_cmd_clear_image(cmd_buffer, image, imageLayout,
(const VkClearValue *) pColor,
RADV_FROM_HANDLE(radv_image, image, image_h);
struct radv_meta_saved_state saved_state;
- radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer);
+ radv_meta_save_graphics_reset_vport_scissor_novertex(&saved_state, cmd_buffer);
radv_cmd_clear_image(cmd_buffer, image, imageLayout,
(const VkClearValue *) pDepthStencil,
if (!cmd_buffer->state.subpass)
return;
- radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer);
+ radv_meta_save_graphics_reset_vport_scissor_novertex(&saved_state, cmd_buffer);
/* FINISHME: We can do better than this dumb loop. It thrashes too much
* state.