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authorIago Toral Quiroga <itoral@igalia.com>2020-04-27 14:17:18 +0200
committerMarge Bot <eric+marge@anholt.net>2020-10-13 21:21:30 +0000
commitc441993c9f44f3c14e19cb78ecc91d2cda813a40 (patch)
treee12138e5e469cd2ba5f56b1f36c078c4cb419158
parent9e304753b6ae5b24e042f7ab417357a6eef938b2 (diff)
v3dv: support depth blits
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
-rw-r--r--src/broadcom/vulkan/v3dv_meta_copy.c67
-rw-r--r--src/broadcom/vulkan/vk_format_info.h7
2 files changed, 60 insertions, 14 deletions
diff --git a/src/broadcom/vulkan/v3dv_meta_copy.c b/src/broadcom/vulkan/v3dv_meta_copy.c
index adcc9cdfce7..1e1968bfbf5 100644
--- a/src/broadcom/vulkan/v3dv_meta_copy.c
+++ b/src/broadcom/vulkan/v3dv_meta_copy.c
@@ -1942,6 +1942,8 @@ create_blit_render_pass(struct v3dv_device *device,
VkFormat format,
VkRenderPass *pass)
{
+ const bool is_color_blit = !vk_format_is_depth_or_stencil(format);
+
/* FIXME: if blitting to tile boundaries or to the whole image, we could
* use LOAD_DONT_CARE, but then we would have to include that in the
* pipeline hash key. Or maybe we should just create both render passes and
@@ -1965,10 +1967,10 @@ create_blit_render_pass(struct v3dv_device *device,
VkSubpassDescription subpass = {
.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
.inputAttachmentCount = 0,
- .colorAttachmentCount = 1,
- .pColorAttachments = &att_ref,
+ .colorAttachmentCount = is_color_blit ? 1 : 0,
+ .pColorAttachments = is_color_blit ? &att_ref : NULL,
.pResolveAttachments = NULL,
- .pDepthStencilAttachment = NULL,
+ .pDepthStencilAttachment = is_color_blit ? NULL : &att_ref,
.preserveAttachmentCount = 0,
.pPreserveAttachments = NULL,
};
@@ -2134,9 +2136,9 @@ get_blit_vs()
}
static nir_shader *
-get_blit_fs(struct v3dv_device *device,
- VkFormat dst_format,
- VkFormat src_format)
+get_color_blit_fs(struct v3dv_device *device,
+ VkFormat dst_format,
+ VkFormat src_format)
{
nir_builder b;
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
@@ -2207,6 +2209,36 @@ get_blit_fs(struct v3dv_device *device,
return b.shader;
}
+static nir_shader *
+get_depth_blit_fs(struct v3dv_device *device, VkFormat format)
+{
+ assert(vk_format_has_depth(format));
+
+ nir_builder b;
+ const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, options);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta blit fs");
+
+ const struct glsl_type *vec4 = glsl_vec4_type();
+
+ nir_variable *fs_in_tex_coord =
+ nir_variable_create(b.shader, nir_var_shader_in, vec4, "in_tex_coord");
+ fs_in_tex_coord->data.location = VARYING_SLOT_VAR0;
+
+ nir_variable *fs_out_depth =
+ nir_variable_create(b.shader, nir_var_shader_out, vec4, "out_depth");
+ fs_out_depth->data.location = FRAG_RESULT_DEPTH;
+
+ nir_ssa_def *tex_coord = nir_load_var(&b, fs_in_tex_coord);
+ nir_ssa_def *tex_coord_xy = nir_channels(&b, tex_coord, 0x3);
+
+ nir_ssa_def *depth = build_nir_tex_op(&b, device, tex_coord_xy,
+ GLSL_TYPE_FLOAT);
+
+ nir_store_var(&b, fs_out_depth, depth, 0x1);
+ return b.shader;
+}
+
static bool
create_pipeline(struct v3dv_device *device,
struct v3dv_render_pass *pass,
@@ -2333,8 +2365,16 @@ create_blit_pipeline(struct v3dv_device *device,
{
struct v3dv_render_pass *pass = v3dv_render_pass_from_handle(_pass);
+ const bool has_depth = vk_format_has_depth(dst_format);
+ assert(!has_depth || src_format == dst_format);
+
+ /* FIXME: */
+ assert(!vk_format_has_stencil(dst_format));
+
nir_shader *vs_nir = get_blit_vs();
- nir_shader *fs_nir = get_blit_fs(device, dst_format, src_format);
+ nir_shader *fs_nir = has_depth ?
+ get_depth_blit_fs(device, dst_format) :
+ get_color_blit_fs(device, dst_format, src_format);
const VkPipelineVertexInputStateCreateInfo vi_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
@@ -2342,13 +2382,14 @@ create_blit_pipeline(struct v3dv_device *device,
.vertexAttributeDescriptionCount = 0,
};
- const VkPipelineDepthStencilStateCreateInfo ds_state = {
+ VkPipelineDepthStencilStateCreateInfo ds_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
- .depthTestEnable = false,
- .depthWriteEnable = false,
- .depthBoundsTestEnable = false,
- .stencilTestEnable = false,
};
+ if (has_depth) {
+ ds_state.depthTestEnable = true;
+ ds_state.depthWriteEnable = true;
+ ds_state.depthCompareOp = VK_COMPARE_OP_ALWAYS;
+ }
VkPipelineColorBlendAttachmentState blend_att_state[1] = { 0 };
blend_att_state[0] = (VkPipelineColorBlendAttachmentState) {
@@ -2478,8 +2519,6 @@ blit_shader(struct v3dv_cmd_buffer *cmd_buffer,
VkFilter filter)
{
/* FIXME: we only support 2D color blits for now */
- if (region->dstSubresource.aspectMask != VK_IMAGE_ASPECT_COLOR_BIT)
- return false;
if (dst->type != VK_IMAGE_TYPE_2D || src->type != VK_IMAGE_TYPE_2D)
return false;
diff --git a/src/broadcom/vulkan/vk_format_info.h b/src/broadcom/vulkan/vk_format_info.h
index e473e3dfe27..990e3e79d38 100644
--- a/src/broadcom/vulkan/vk_format_info.h
+++ b/src/broadcom/vulkan/vk_format_info.h
@@ -115,6 +115,13 @@ vk_format_has_depth(VkFormat format)
return aspects & VK_IMAGE_ASPECT_DEPTH_BIT;
}
+static inline bool
+vk_format_has_stencil(VkFormat format)
+{
+ const VkImageAspectFlags aspects = vk_format_aspects(format);
+ return aspects & VK_IMAGE_ASPECT_STENCIL_BIT;
+}
+
static inline unsigned
vk_format_get_blocksize(VkFormat format)
{