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authorIago Toral Quiroga <itoral@igalia.com>2020-04-21 14:09:23 +0200
committerMarge Bot <eric+marge@anholt.net>2020-10-13 21:21:29 +0000
commit831aa5d438239f05718edcc327dbb11c1a59a08d (patch)
tree1bb106d0afaa40aacf6137806e23b1022c928ad3 /src/broadcom
parent5fc55e3a046fe6d09ac779dcc48ad905164d11b6 (diff)
v3dv: implement shader draw fallback for vkCmdBlitImage
For now this is limited to blits of 2D color images. Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
Diffstat (limited to 'src/broadcom')
-rw-r--r--src/broadcom/vulkan/v3dv_device.c71
-rw-r--r--src/broadcom/vulkan/v3dv_meta_copy.c814
-rw-r--r--src/broadcom/vulkan/v3dv_private.h11
3 files changed, 881 insertions, 15 deletions
diff --git a/src/broadcom/vulkan/v3dv_device.c b/src/broadcom/vulkan/v3dv_device.c
index 6125074a386..3c06610a401 100644
--- a/src/broadcom/vulkan/v3dv_device.c
+++ b/src/broadcom/vulkan/v3dv_device.c
@@ -1053,26 +1053,60 @@ init_device_dispatch(struct v3dv_device *device)
}
static uint32_t
-meta_color_clear_cache_hash(const void *key)
+u64_hash(const void *key)
{
return _mesa_hash_data(key, sizeof(uint64_t));
}
static bool
-meta_color_clear_cache_compare(const void *key1, const void *key2)
+u64_compare(const void *key1, const void *key2)
{
return memcmp(key1, key2, sizeof(uint64_t)) == 0;
}
static void
+init_meta_color_clear_resources(struct v3dv_device *device)
+{
+ device->meta.color_clear.cache =
+ _mesa_hash_table_create(NULL, u64_hash, u64_compare);
+}
+
+static void
+create_meta_blit_descriptor_pool(struct v3dv_device *device)
+{
+ VkDescriptorPoolSize pool_size = {
+ .type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .descriptorCount = 256,
+ };
+
+ VkDescriptorPoolCreateInfo info = {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
+ .maxSets = 256,
+ .poolSizeCount = 1,
+ .pPoolSizes = &pool_size,
+ .flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
+ };
+
+ v3dv_CreateDescriptorPool(v3dv_device_to_handle(device),
+ &info, &device->alloc,
+ &device->meta.blit.dspool);
+}
+
+static void
+init_meta_blit_resources(struct v3dv_device *device)
+{
+ device->meta.blit.cache =
+ _mesa_hash_table_create(NULL, u64_hash, u64_compare);
+
+ create_meta_blit_descriptor_pool(device);
+}
+
+static void
init_device_meta(struct v3dv_device *device)
{
mtx_init(&device->meta.mtx, mtx_plain);
-
- device->meta.color_clear.cache =
- _mesa_hash_table_create(NULL,
- meta_color_clear_cache_hash,
- meta_color_clear_cache_compare);
+ init_meta_color_clear_resources(device);
+ init_meta_blit_resources(device);
}
static void
@@ -1094,6 +1128,29 @@ destroy_device_meta(struct v3dv_device *device)
v3dv_DestroyPipelineLayout(_device, device->meta.color_clear.playout,
&device->alloc);
}
+
+ hash_table_foreach(device->meta.blit.cache, entry) {
+ struct v3dv_meta_blit_pipeline *item = entry->data;
+ v3dv_DestroyPipeline(_device, item->pipeline, &device->alloc);
+ v3dv_DestroyRenderPass(_device, item->pass, &device->alloc);
+ vk_free(&device->alloc, item);
+ }
+ _mesa_hash_table_destroy(device->meta.blit.cache, NULL);
+
+ if (device->meta.blit.playout) {
+ v3dv_DestroyPipelineLayout(_device, device->meta.blit.playout,
+ &device->alloc);
+ }
+
+ if (device->meta.blit.dslayout) {
+ v3dv_DestroyDescriptorSetLayout(_device, device->meta.blit.dslayout,
+ &device->alloc);
+ }
+
+ if (device->meta.blit.dspool) {
+ v3dv_DestroyDescriptorPool(_device, device->meta.blit.dspool,
+ &device->alloc);
+ }
}
VkResult
diff --git a/src/broadcom/vulkan/v3dv_meta_copy.c b/src/broadcom/vulkan/v3dv_meta_copy.c
index 1b4403e31e7..11c105f3985 100644
--- a/src/broadcom/vulkan/v3dv_meta_copy.c
+++ b/src/broadcom/vulkan/v3dv_meta_copy.c
@@ -23,6 +23,7 @@
#include "v3dv_private.h"
+#include "compiler/nir/nir_builder.h"
#include "broadcom/cle/v3dx_pack.h"
#include "vk_format_info.h"
#include "util/u_pack_color.h"
@@ -1716,10 +1717,6 @@ emit_tfu_job(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t width,
uint32_t height)
{
- /* Blit jobs can only happen outside a render pass */
- assert(cmd_buffer->state.pass == NULL);
- assert(cmd_buffer->state.job == NULL);
-
const struct v3d_resource_slice *src_slice = &src->slices[src_mip_level];
const struct v3d_resource_slice *dst_slice = &dst->slices[src_mip_level];
@@ -1877,6 +1874,800 @@ blit_tfu(struct v3dv_cmd_buffer *cmd_buffer,
return true;
}
+static inline uint64_t
+get_blit_pipeline_cache_key(VkFormat dst_format)
+{
+ uint64_t key = 0;
+ uint32_t bit_offset = 0;
+
+ key |= dst_format;
+ bit_offset += 32;
+
+ return key;
+}
+
+static bool
+create_blit_pipeline_layout(struct v3dv_device *device,
+ VkDescriptorSetLayout *descriptor_set_layout,
+ VkPipelineLayout *pipeline_layout)
+{
+ VkResult result;
+
+ if (*descriptor_set_layout == 0) {
+ VkDescriptorSetLayoutBinding descriptor_set_layout_binding = {
+ .binding = 0,
+ .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .descriptorCount = 1,
+ .stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
+ };
+ VkDescriptorSetLayoutCreateInfo descriptor_set_layout_info = {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
+ .bindingCount = 1,
+ .pBindings = &descriptor_set_layout_binding,
+ };
+ result =
+ v3dv_CreateDescriptorSetLayout(v3dv_device_to_handle(device),
+ &descriptor_set_layout_info,
+ &device->alloc,
+ descriptor_set_layout);
+ if (result != VK_SUCCESS)
+ return false;
+ }
+
+ assert(*pipeline_layout == 0);
+ VkPipelineLayoutCreateInfo pipeline_layout_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
+ .setLayoutCount = 1,
+ .pSetLayouts = descriptor_set_layout,
+ .pushConstantRangeCount = 1,
+ .pPushConstantRanges =
+ &(VkPushConstantRange) { VK_SHADER_STAGE_VERTEX_BIT, 0, 16 },
+ };
+
+ result =
+ v3dv_CreatePipelineLayout(v3dv_device_to_handle(device),
+ &pipeline_layout_info,
+ &device->alloc,
+ pipeline_layout);
+ return result == VK_SUCCESS;
+}
+
+static bool
+create_blit_render_pass(struct v3dv_device *device,
+ VkFormat format,
+ VkRenderPass *pass)
+{
+ /* 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
+ * use one or the other at draw time since they would both be compatible
+ * with the pipeline anyway
+ */
+ VkAttachmentDescription att = {
+ .format = format,
+ .samples = VK_SAMPLE_COUNT_1_BIT,
+ .loadOp = VK_ATTACHMENT_LOAD_OP_LOAD,
+ .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
+ .initialLayout = VK_IMAGE_LAYOUT_GENERAL,
+ .finalLayout = VK_IMAGE_LAYOUT_GENERAL,
+ };
+
+ VkAttachmentReference att_ref = {
+ .attachment = 0,
+ .layout = VK_IMAGE_LAYOUT_GENERAL,
+ };
+
+ VkSubpassDescription subpass = {
+ .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
+ .inputAttachmentCount = 0,
+ .colorAttachmentCount = 1,
+ .pColorAttachments = &att_ref,
+ .pResolveAttachments = NULL,
+ .pDepthStencilAttachment = NULL,
+ .preserveAttachmentCount = 0,
+ .pPreserveAttachments = NULL,
+ };
+
+ VkRenderPassCreateInfo info = {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = &att,
+ .subpassCount = 1,
+ .pSubpasses = &subpass,
+ .dependencyCount = 0,
+ .pDependencies = NULL,
+ };
+
+ VkResult result = v3dv_CreateRenderPass(v3dv_device_to_handle(device),
+ &info, &device->alloc, pass);
+ return result == VK_SUCCESS;
+}
+
+static nir_ssa_def *
+gen_rect_vertices(nir_builder *b)
+{
+ nir_intrinsic_instr *vertex_id =
+ nir_intrinsic_instr_create(b->shader,
+ nir_intrinsic_load_vertex_id);
+ nir_ssa_dest_init(&vertex_id->instr, &vertex_id->dest, 1, 32, "vertexid");
+ nir_builder_instr_insert(b, &vertex_id->instr);
+
+
+ /* vertex 0: -1.0, -1.0
+ * vertex 1: -1.0, 1.0
+ * vertex 2: 1.0, -1.0
+ * vertex 3: 1.0, 1.0
+ *
+ * so:
+ *
+ * channel 0 is vertex_id < 2 ? -1.0 : 1.0
+ * channel 1 is vertex id & 1 ? 1.0 : -1.0
+ */
+
+ nir_ssa_def *one = nir_imm_int(b, 1);
+ nir_ssa_def *c0cmp = nir_ilt(b, &vertex_id->dest.ssa, nir_imm_int(b, 2));
+ nir_ssa_def *c1cmp = nir_ieq(b, nir_iand(b, &vertex_id->dest.ssa, one), one);
+
+ nir_ssa_def *comp[4];
+ comp[0] = nir_bcsel(b, c0cmp,
+ nir_imm_float(b, -1.0f),
+ nir_imm_float(b, 1.0f));
+
+ comp[1] = nir_bcsel(b, c1cmp,
+ nir_imm_float(b, 1.0f),
+ nir_imm_float(b, -1.0f));
+ comp[2] = nir_imm_float(b, 0.0f);
+ comp[3] = nir_imm_float(b, 1.0f);
+ return nir_vec(b, comp, 4);
+}
+
+static nir_ssa_def *
+gen_tex_coords(nir_builder *b)
+{
+ nir_intrinsic_instr *tex_box =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_push_constant);
+ tex_box->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
+ nir_intrinsic_set_base(tex_box, 0);
+ nir_intrinsic_set_range(tex_box, 16);
+ tex_box->num_components = 4;
+ nir_ssa_dest_init(&tex_box->instr, &tex_box->dest, 4, 32, "tex_box");
+ nir_builder_instr_insert(b, &tex_box->instr);
+
+ nir_intrinsic_instr *vertex_id =
+ nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_vertex_id);
+ nir_ssa_dest_init(&vertex_id->instr, &vertex_id->dest, 1, 32, "vertexid");
+ nir_builder_instr_insert(b, &vertex_id->instr);
+
+ /* vertex 0: src0_x, src0_y
+ * vertex 1: src0_x, src1_y
+ * vertex 2: src1_x, src0_y
+ * vertex 3: src1_x, src1_y
+ *
+ * So:
+ *
+ * channel 0 is vertex_id < 2 ? src0_x : src1_x
+ * channel 1 is vertex id & 1 ? src1_y : src0_y
+ */
+
+ nir_ssa_def *one = nir_imm_int(b, 1);
+ nir_ssa_def *c0cmp = nir_ilt(b, &vertex_id->dest.ssa, nir_imm_int(b, 2));
+ nir_ssa_def *c1cmp = nir_ieq(b, nir_iand(b, &vertex_id->dest.ssa, one), one);
+
+ nir_ssa_def *comp[4];
+ comp[0] = nir_bcsel(b, c0cmp,
+ nir_channel(b, &tex_box->dest.ssa, 0),
+ nir_channel(b, &tex_box->dest.ssa, 2));
+
+ comp[1] = nir_bcsel(b, c1cmp,
+ nir_channel(b, &tex_box->dest.ssa, 3),
+ nir_channel(b, &tex_box->dest.ssa, 1));
+ comp[2] = nir_imm_float(b, 0.0f);
+ comp[3] = nir_imm_float(b, 1.0f);
+ return nir_vec(b, comp, 4);
+}
+
+static nir_ssa_def *
+build_nir_tex_op(struct nir_builder *b,
+ struct v3dv_device *device,
+ nir_ssa_def *tex_pos,
+ enum glsl_base_type tex_type)
+{
+ const enum glsl_sampler_dim dim = GLSL_SAMPLER_DIM_2D;
+ const struct glsl_type *sampler_type =
+ glsl_sampler_type(dim, false, false, tex_type);
+ 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_ssa_def *tex_deref = &nir_build_deref_var(b, sampler)->dest.ssa;
+ nir_tex_instr *tex = nir_tex_instr_create(b->shader, 3);
+ tex->sampler_dim = 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->src[1].src_type = nir_tex_src_texture_deref;
+ tex->src[1].src = nir_src_for_ssa(tex_deref);
+ tex->src[2].src_type = nir_tex_src_sampler_deref;
+ tex->src[2].src = nir_src_for_ssa(tex_deref);
+ tex->dest_type =
+ nir_alu_type_get_base_type(nir_get_nir_type_for_glsl_base_type(tex_type));
+ tex->is_array = glsl_sampler_type_is_array(sampler_type);
+ tex->coord_components = tex_pos->num_components;
+
+ nir_ssa_dest_init(&tex->instr, &tex->dest, 4, 32, "tex");
+ nir_builder_instr_insert(b, &tex->instr);
+ return &tex->dest.ssa;
+}
+
+static nir_shader *
+get_blit_vs()
+{
+ nir_builder b;
+ const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, options);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta blit vs");
+
+ const struct glsl_type *vec4 = glsl_vec4_type();
+
+ nir_variable *vs_out_pos =
+ nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position");
+ vs_out_pos->data.location = VARYING_SLOT_POS;
+
+ nir_variable *vs_out_tex_coord =
+ nir_variable_create(b.shader, nir_var_shader_out, vec4, "out_tex_coord");
+ vs_out_tex_coord->data.location = VARYING_SLOT_VAR0;
+ vs_out_tex_coord->data.interpolation = INTERP_MODE_SMOOTH;
+
+ nir_ssa_def *pos = gen_rect_vertices(&b);
+ nir_store_var(&b, vs_out_pos, pos, 0xf);
+
+ nir_ssa_def *tex_coord = gen_tex_coords(&b);
+ nir_store_var(&b, vs_out_tex_coord, tex_coord, 0xf);
+
+ return b.shader;
+}
+
+static nir_shader *
+get_blit_fs(struct v3dv_device *device,
+ struct v3dv_render_pass *pass)
+{
+ 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;
+
+ assert(pass->attachment_count == 1);
+ VkFormat rt_format = pass->attachments[0].desc.format;
+ const struct glsl_type *fs_out_type =
+ vk_format_is_int(rt_format) ? glsl_uvec4_type() : glsl_vec4_type();
+
+ nir_variable *fs_out_color =
+ nir_variable_create(b.shader, nir_var_shader_out, fs_out_type, "out_color");
+ fs_out_color->data.location = FRAG_RESULT_DATA0;
+
+ 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 *color = build_nir_tex_op(&b, device, tex_coord_xy,
+ glsl_get_base_type(fs_out_type));
+ nir_store_var(&b, fs_out_color, color, 0xf);
+
+ return b.shader;
+}
+
+static bool
+create_pipeline(struct v3dv_device *device,
+ struct v3dv_render_pass *pass,
+ struct nir_shader *vs_nir,
+ struct nir_shader *fs_nir,
+ const VkPipelineVertexInputStateCreateInfo *vi_state,
+ const VkPipelineDepthStencilStateCreateInfo *ds_state,
+ const VkPipelineColorBlendStateCreateInfo *cb_state,
+ const VkPipelineLayout layout,
+ VkPipeline *pipeline)
+{
+ struct v3dv_shader_module vs_m = { .nir = vs_nir };
+ struct v3dv_shader_module fs_m = { .nir = fs_nir };
+
+ VkPipelineShaderStageCreateInfo stages[2] = {
+ {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_VERTEX_BIT,
+ .module = v3dv_shader_module_to_handle(&vs_m),
+ .pName = "main",
+ },
+ {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
+ .module = v3dv_shader_module_to_handle(&fs_m),
+ .pName = "main",
+ },
+ };
+
+ VkGraphicsPipelineCreateInfo info = {
+ .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
+
+ .stageCount = 2,
+ .pStages = stages,
+
+ .pVertexInputState = vi_state,
+
+ .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,
+ .depthBiasEnable = false,
+ },
+
+ .pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
+ .rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
+ .sampleShadingEnable = false,
+ .pSampleMask = NULL,
+ .alphaToCoverageEnable = false,
+ .alphaToOneEnable = false,
+ },
+
+ .pDepthStencilState = ds_state,
+
+ .pColorBlendState = cb_state,
+
+ /* 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 that was vkCmdSet.
+ *
+ * FIXME: Update this when we support more dynamic states (adding
+ * them now will assert because they are not supported).
+ */
+ .pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
+ .dynamicStateCount = 6,
+ .pDynamicStates = (VkDynamicState[]) {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_SCISSOR,
+ VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
+ VK_DYNAMIC_STATE_STENCIL_REFERENCE,
+ VK_DYNAMIC_STATE_BLEND_CONSTANTS,
+#if 0
+ VK_DYNAMIC_STATE_LINE_WIDTH,
+ VK_DYNAMIC_STATE_DEPTH_BIAS,
+ VK_DYNAMIC_STATE_DEPTH_BOUNDS,
+#endif
+ },
+ },
+
+ .flags = 0,
+ .layout = layout,
+ .renderPass = v3dv_render_pass_to_handle(pass),
+ .subpass = 0,
+ };
+
+ VkResult result =
+ v3dv_CreateGraphicsPipelines(v3dv_device_to_handle(device),
+ VK_NULL_HANDLE,
+ 1, &info,
+ &device->alloc,
+ pipeline);
+
+ ralloc_free(vs_nir);
+ ralloc_free(fs_nir);
+
+ return result == VK_SUCCESS;
+}
+
+static bool
+create_blit_pipeline(struct v3dv_device *device,
+ VkRenderPass _pass,
+ VkPipelineLayout pipeline_layout,
+ VkPipeline *pipeline)
+{
+ struct v3dv_render_pass *pass = v3dv_render_pass_from_handle(_pass);
+
+ nir_shader *vs_nir = get_blit_vs();
+ nir_shader *fs_nir = get_blit_fs(device, pass);
+
+ const VkPipelineVertexInputStateCreateInfo vi_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .vertexBindingDescriptionCount = 0,
+ .vertexAttributeDescriptionCount = 0,
+ };
+
+ const VkPipelineDepthStencilStateCreateInfo ds_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
+ .depthTestEnable = false,
+ .depthWriteEnable = false,
+ .depthBoundsTestEnable = false,
+ .stencilTestEnable = false,
+ };
+
+ VkPipelineColorBlendAttachmentState blend_att_state[1] = { 0 };
+ blend_att_state[0] = (VkPipelineColorBlendAttachmentState) {
+ .blendEnable = false,
+ .colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
+ VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT |
+ VK_COLOR_COMPONENT_A_BIT,
+ };
+
+ const VkPipelineColorBlendStateCreateInfo cb_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .logicOpEnable = false,
+ .attachmentCount = 1,
+ .pAttachments = blend_att_state
+ };
+
+ return create_pipeline(device,
+ pass,
+ vs_nir, fs_nir,
+ &vi_state,
+ &ds_state,
+ &cb_state,
+ pipeline_layout,
+ pipeline);
+}
+
+static bool
+get_blit_pipeline(struct v3dv_device *device,
+ VkFormat dst_format,
+ struct v3dv_meta_blit_pipeline **pipeline)
+{
+ bool ok = true;
+
+ mtx_lock(&device->meta.mtx);
+ if (!device->meta.blit.playout) {
+ ok = create_blit_pipeline_layout(device,
+ &device->meta.blit.dslayout,
+ &device->meta.blit.playout);
+ }
+ mtx_unlock(&device->meta.mtx);
+ if (!ok)
+ return false;
+
+ const uint64_t key = get_blit_pipeline_cache_key(dst_format);
+ mtx_lock(&device->meta.mtx);
+ struct hash_entry *entry =
+ _mesa_hash_table_search(device->meta.blit.cache, &key);
+ if (entry) {
+ mtx_unlock(&device->meta.mtx);
+ *pipeline = entry->data;
+ return true;
+ }
+
+ *pipeline = vk_zalloc2(&device->alloc, NULL, sizeof(**pipeline), 8,
+ VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
+
+ if (*pipeline == NULL)
+ goto fail;
+
+ ok = create_blit_render_pass(device, dst_format, &(*pipeline)->pass);
+ if (!ok)
+ goto fail;
+
+ ok = create_blit_pipeline(device,
+ (*pipeline)->pass,
+ device->meta.blit.playout,
+ &(*pipeline)->pipeline);
+ if (!ok)
+ goto fail;
+
+ _mesa_hash_table_insert(device->meta.blit.cache, &key, *pipeline);
+
+ mtx_unlock(&device->meta.mtx);
+ return true;
+
+fail:
+ mtx_unlock(&device->meta.mtx);
+
+ VkDevice _device = v3dv_device_to_handle(device);
+ if (*pipeline) {
+ if ((*pipeline)->pass)
+ v3dv_DestroyRenderPass(_device, (*pipeline)->pass, &device->alloc);
+ if ((*pipeline)->pipeline)
+ v3dv_DestroyPipeline(_device, (*pipeline)->pipeline, &device->alloc);
+ vk_free(&device->alloc, *pipeline);
+ *pipeline = NULL;
+ }
+
+ return false;
+}
+
+static void
+compute_blit_box(const VkOffset3D *offsets,
+ struct v3dv_image *image,
+ uint32_t *x, uint32_t *y, uint32_t *w, uint32_t *h,
+ bool *mirror_x, bool *mirror_y)
+{
+ if (offsets[1].x >= offsets[0].x) {
+ *mirror_x = false;
+ *x = MIN2(offsets[0].x, image->extent.width - 1);
+ *w = MIN2(offsets[1].x - offsets[0].x,
+ image->extent.width - offsets[0].x);
+ } else {
+ *mirror_x = true;
+ *x = MIN2(offsets[1].x, image->extent.width - 1);
+ *w = MIN2(offsets[0].x - offsets[1].x,
+ image->extent.width - offsets[1].x);
+ }
+ if (offsets[1].y >= offsets[0].y) {
+ *mirror_y = false;
+ *y = MIN2(offsets[0].y, image->extent.height - 1);
+ *h = MIN2(offsets[1].y - offsets[0].y,
+ image->extent.height - offsets[0].y);
+ } else {
+ *mirror_y = true;
+ *y = MIN2(offsets[1].y, image->extent.height - 1);
+ *h = MIN2(offsets[0].y - offsets[1].y,
+ image->extent.height - offsets[1].y);
+ }
+}
+
+static bool
+blit_shader(struct v3dv_cmd_buffer *cmd_buffer,
+ struct v3dv_image *dst,
+ struct v3dv_image *src,
+ const VkImageBlit *region,
+ 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;
+
+ uint32_t dst_x, dst_y, dst_w, dst_h;
+ bool dst_mirror_x, dst_mirror_y;
+ compute_blit_box(region->dstOffsets, dst,
+ &dst_x, &dst_y, &dst_w, &dst_h,
+ &dst_mirror_x, &dst_mirror_y);
+
+ uint32_t src_x, src_y, src_w, src_h;
+ bool src_mirror_x, src_mirror_y;
+ compute_blit_box(region->srcOffsets, src,
+ &src_x, &src_y, &src_w, &src_h,
+ &src_mirror_x, &src_mirror_y);
+
+ /* Translate source blit coordinates to normalized texture coordinates
+ * and handle mirroring.
+ */
+ const float coords[4] = {
+ (float)src_x / (float)src->extent.width,
+ (float)src_y / (float)src->extent.height,
+ (float)(src_x + src_w) / (float)src->extent.width,
+ (float)(src_y + src_h) / (float)src->extent.height
+ };
+
+ const bool mirror_x = dst_mirror_x != src_mirror_x;
+ const bool mirror_y = dst_mirror_y != src_mirror_y;
+ const float tex_coords[4] = {
+ !mirror_x ? coords[0] : coords[2],
+ !mirror_y ? coords[1] : coords[3],
+ !mirror_x ? coords[2] : coords[0],
+ !mirror_y ? coords[3] : coords[1],
+ };
+
+ /* Get the blit pipeline */
+ struct v3dv_meta_blit_pipeline *pipeline = NULL;
+ bool ok =
+ get_blit_pipeline(cmd_buffer->device, dst->vk_format, &pipeline);
+ if (!ok)
+ return false;
+ assert(pipeline && pipeline->pipeline && pipeline->pass);
+
+ struct v3dv_device *device = cmd_buffer->device;
+ assert(device->meta.blit.dspool);
+ assert(device->meta.blit.dslayout);
+
+ /* Push command buffer state before starting meta operation */
+ v3dv_cmd_buffer_meta_state_push(cmd_buffer, true);
+
+ /* Setup framebuffer */
+ VkDevice _device = v3dv_device_to_handle(device);
+ VkCommandBuffer _cmd_buffer = v3dv_cmd_buffer_to_handle(cmd_buffer);
+
+ VkResult result;
+ uint32_t dirty_dynamic_state = 0;
+ for (uint32_t i = 0; i < region->dstSubresource.layerCount; i++) {
+ VkImageViewCreateInfo dst_image_view_info = {
+ .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
+ .image = v3dv_image_to_handle(dst),
+ .viewType = VK_IMAGE_VIEW_TYPE_2D, /* FIXME */
+ .format = dst->vk_format,
+ .subresourceRange = {
+ .aspectMask = dst->aspects,
+ .baseMipLevel = region->dstSubresource.mipLevel,
+ .levelCount = 1,
+ .baseArrayLayer = region->dstSubresource.baseArrayLayer + i,
+ .layerCount = 1
+ },
+ };
+ VkImageView dst_image_view;
+ result = v3dv_CreateImageView(_device, &dst_image_view_info,
+ &device->alloc, &dst_image_view);
+ if (result != VK_SUCCESS) {
+ ok = false;
+ goto fail_dst_image_view;
+ }
+
+ VkFramebufferCreateInfo fb_info = {
+ .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
+ .renderPass = pipeline->pass,
+ .attachmentCount = 1,
+ .pAttachments = &dst_image_view,
+ .width = dst->extent.width,
+ .height = dst->extent.height,
+ .layers = 1,
+ };
+
+ VkFramebuffer fb;
+ result = v3dv_CreateFramebuffer(_device, &fb_info,
+ &cmd_buffer->device->alloc, &fb);
+ if (result != VK_SUCCESS) {
+ ok = false;
+ goto fail_framebuffer;
+ }
+
+ /* Setup descriptor set for blit source texture */
+ VkDescriptorSet set;
+ VkDescriptorSetAllocateInfo set_alloc_info = {
+ .sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
+ .descriptorPool = device->meta.blit.dspool,
+ .descriptorSetCount = 1,
+ .pSetLayouts = &device->meta.blit.dslayout,
+ };
+ result = v3dv_AllocateDescriptorSets(_device, &set_alloc_info, &set);
+ if (result != VK_SUCCESS) {
+ ok = false;
+ goto fail_descriptor_set;
+ }
+
+ VkSamplerCreateInfo sampler_info = {
+ .sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
+ .magFilter = filter,
+ .minFilter = filter,
+ .addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
+ .mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
+ };
+ VkSampler sampler;
+ result = v3dv_CreateSampler(_device, &sampler_info, &device->alloc,
+ &sampler);
+ if (result != VK_SUCCESS) {
+ ok = false;
+ goto fail_sampler;
+ }
+
+ VkImageViewCreateInfo src_image_view_info = {
+ .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
+ .image = v3dv_image_to_handle(src),
+ .viewType = VK_IMAGE_VIEW_TYPE_2D, /* FIXME */
+ .format = src->vk_format,
+ .subresourceRange = {
+ .aspectMask = src->aspects,
+ .baseMipLevel = region->srcSubresource.mipLevel,
+ .levelCount = 1,
+ .baseArrayLayer = region->srcSubresource.baseArrayLayer + i,
+ .layerCount = 1
+ },
+ };
+ VkImageView src_image_view;
+ result = v3dv_CreateImageView(_device, &src_image_view_info,
+ &device->alloc, &src_image_view);
+ if (result != VK_SUCCESS) {
+ ok = false;
+ goto fail_src_image_view;
+ }
+
+ VkDescriptorImageInfo image_info = {
+ .sampler = sampler,
+ .imageView = src_image_view,
+ .imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
+ };
+ VkWriteDescriptorSet write = {
+ .sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
+ .dstSet = set,
+ .dstBinding = 0,
+ .dstArrayElement = 0,
+ .descriptorCount = 1,
+ .descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
+ .pImageInfo = &image_info,
+ };
+ v3dv_UpdateDescriptorSets(_device, 1, &write, 0, NULL);
+
+ /* Record blit */
+ VkRenderPassBeginInfo rp_info = {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
+ .renderPass = pipeline->pass,
+ .framebuffer = fb,
+ .renderArea = {
+ .offset = { dst_x, dst_y },
+ .extent = { dst_w, dst_h }
+ },
+ .clearValueCount = 0,
+ };
+
+ v3dv_CmdBeginRenderPass(_cmd_buffer, &rp_info, VK_SUBPASS_CONTENTS_INLINE);
+ struct v3dv_job *job = cmd_buffer->state.job;
+ if (!job) {
+ ok = false;
+ goto fail_job;
+ }
+
+ v3dv_CmdPushConstants(_cmd_buffer,
+ device->meta.blit.playout,
+ VK_SHADER_STAGE_VERTEX_BIT, 0, 16,
+ &tex_coords);
+
+ v3dv_CmdBindPipeline(_cmd_buffer,
+ VK_PIPELINE_BIND_POINT_GRAPHICS,
+ pipeline->pipeline);
+
+ v3dv_CmdBindDescriptorSets(_cmd_buffer,
+ VK_PIPELINE_BIND_POINT_GRAPHICS,
+ device->meta.blit.playout,
+ 0, 1, &set,
+ 0, NULL);
+
+ const VkViewport viewport = {
+ .x = dst_x,
+ .y = dst_y,
+ .width = dst_w,
+ .height = dst_h,
+ .minDepth = 0.0f,
+ .maxDepth = 1.0f
+ };
+ v3dv_CmdSetViewport(_cmd_buffer, 0, 1, &viewport);
+ const VkRect2D scissor = {
+ .offset = { dst_x, dst_y },
+ .extent = { dst_w, dst_h }
+ };
+ v3dv_CmdSetScissor(_cmd_buffer, 0, 1, &scissor);
+
+ v3dv_CmdDraw(_cmd_buffer, 4, 1, 0, 0);
+
+ v3dv_CmdEndRenderPass(_cmd_buffer);
+ dirty_dynamic_state = V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR;
+
+ fail_job:
+ v3dv_DestroySampler(_device, sampler, &cmd_buffer->device->alloc);
+ fail_src_image_view:
+ v3dv_DestroyImageView(_device, src_image_view, &cmd_buffer->device->alloc);
+ fail_sampler:
+ v3dv_FreeDescriptorSets(_device, device->meta.blit.dspool, 1, &set);
+ fail_descriptor_set:
+ v3dv_DestroyFramebuffer(_device, fb, &cmd_buffer->device->alloc);
+ fail_framebuffer:
+ v3dv_DestroyImageView(_device, dst_image_view, &cmd_buffer->device->alloc);
+ }
+
+fail_dst_image_view:
+ v3dv_cmd_buffer_meta_state_pop(cmd_buffer, dirty_dynamic_state);
+
+ return ok;
+}
+
void
v3dv_CmdBlitImage(VkCommandBuffer commandBuffer,
VkImage srcImage,
@@ -1891,12 +2682,19 @@ v3dv_CmdBlitImage(VkCommandBuffer commandBuffer,
V3DV_FROM_HANDLE(v3dv_image, src, srcImage);
V3DV_FROM_HANDLE(v3dv_image, dst, dstImage);
+ /* This command can only happen outside a render pass */
+ assert(cmd_buffer->state.pass == NULL);
+ assert(cmd_buffer->state.job == NULL);
+
/* From the Vulkan 1.0 spec, vkCmdBlitImage valid usage */
- assert (dst->samples == VK_SAMPLE_COUNT_1_BIT &&
- src->samples == VK_SAMPLE_COUNT_1_BIT);
+ assert(dst->samples == VK_SAMPLE_COUNT_1_BIT &&
+ src->samples == VK_SAMPLE_COUNT_1_BIT);
for (uint32_t i = 0; i < regionCount; i++) {
- if (!blit_tfu(cmd_buffer, dst, src, &pRegions[i], filter))
- assert(!"Fallback path for vkCmdBlitImage not implemented.");
+ if (blit_tfu(cmd_buffer, dst, src, &pRegions[i], filter))
+ continue;
+ if (blit_shader(cmd_buffer, dst, src, &pRegions[i], filter))
+ continue;
+ assert(!"Unsupported blit operation");
}
}
diff --git a/src/broadcom/vulkan/v3dv_private.h b/src/broadcom/vulkan/v3dv_private.h
index 6fb2ade32e9..bfbe7e69abc 100644
--- a/src/broadcom/vulkan/v3dv_private.h
+++ b/src/broadcom/vulkan/v3dv_private.h
@@ -215,6 +215,11 @@ struct v3dv_meta_color_clear_pipeline {
VkRenderPass pass;
};
+struct v3dv_meta_blit_pipeline {
+ VkPipeline pipeline;
+ VkRenderPass pass;
+};
+
struct v3dv_device {
VK_LOADER_DATA _loader_data;
@@ -242,6 +247,12 @@ struct v3dv_device {
VkPipelineLayout playout;
struct hash_table *cache; /* v3dv_meta_color_clear_pipeline */
} color_clear;
+ struct {
+ VkDescriptorPool dspool;
+ VkDescriptorSetLayout dslayout;
+ VkPipelineLayout playout;
+ struct hash_table *cache; /* v3dv_meta_blit_pipeline */
+ } blit;
} meta;
};