Procházet zdrojové kódy

anv: Implement VK_KHR_depth_stencil_resolve

tags/19.0-branchpoint
Jason Ekstrand před 7 roky
rodič
revize
5e4f9ea363

+ 28
- 0
src/intel/vulkan/anv_device.c Zobrazit soubor

@@ -1130,6 +1130,34 @@ void anv_GetPhysicalDeviceProperties2(

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;

+ 1
- 0
src/intel/vulkan/anv_extensions.py Zobrazit soubor

@@ -76,6 +76,7 @@ EXTENSIONS = [
Extension('VK_KHR_bind_memory2', 1, True),
Extension('VK_KHR_create_renderpass2', 1, True),
Extension('VK_KHR_dedicated_allocation', 1, True),
Extension('VK_KHR_depth_stencil_resolve', 1, True),
Extension('VK_KHR_descriptor_update_template', 1, True),
Extension('VK_KHR_device_group', 1, True),
Extension('VK_KHR_device_group_creation', 1, True),

+ 36
- 1
src/intel/vulkan/anv_pass.c Zobrazit soubor

@@ -74,6 +74,10 @@ anv_render_pass_compile(struct anv_render_pass *pass)
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)
@@ -116,6 +120,16 @@ anv_render_pass_compile(struct anv_render_pass *pass)
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:
@@ -342,10 +356,15 @@ VkResult anv_CreateRenderPass(
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(
@@ -460,6 +479,22 @@ 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++)

+ 3
- 0
src/intel/vulkan/anv_private.h Zobrazit soubor

@@ -3235,6 +3235,9 @@ struct anv_subpass {
struct anv_subpass_attachment * resolve_attachments;

struct anv_subpass_attachment * depth_stencil_attachment;
struct anv_subpass_attachment * ds_resolve_attachment;
VkResolveModeFlagBitsKHR depth_resolve_mode;
VkResolveModeFlagBitsKHR stencil_resolve_mode;

uint32_t view_mask;


+ 136
- 0
src/intel/vulkan/genX_cmd_buffer.c Zobrazit soubor

@@ -3886,6 +3886,23 @@ cmd_buffer_begin_subpass(struct anv_cmd_buffer *cmd_buffer,
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)
{
@@ -3953,6 +3970,125 @@ 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)

Načítá se…
Zrušit
Uložit