1 /*
2 * Copyright © 2019 Raspberry Pi Ltd
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "v3dv_private.h"
25
26 static uint32_t
num_subpass_attachments(const VkSubpassDescription2 *desc)27 num_subpass_attachments(const VkSubpassDescription2 *desc)
28 {
29 return desc->inputAttachmentCount +
30 desc->colorAttachmentCount +
31 (desc->pResolveAttachments ? desc->colorAttachmentCount : 0) +
32 (desc->pDepthStencilAttachment != NULL);
33 }
34
35 static void
set_try_tlb_resolve(struct v3dv_device *device, struct v3dv_render_pass_attachment *att)36 set_try_tlb_resolve(struct v3dv_device *device,
37 struct v3dv_render_pass_attachment *att)
38 {
39 const struct v3dv_format *format = v3dv_X(device, get_format)(att->desc.format);
40 att->try_tlb_resolve = v3dv_X(device, format_supports_tlb_resolve)(format);
41 }
42
43 static void
pass_find_subpass_range_for_attachments(struct v3dv_device *device, struct v3dv_render_pass *pass)44 pass_find_subpass_range_for_attachments(struct v3dv_device *device,
45 struct v3dv_render_pass *pass)
46 {
47 for (uint32_t i = 0; i < pass->attachment_count; i++) {
48 pass->attachments[i].first_subpass = pass->subpass_count - 1;
49 pass->attachments[i].last_subpass = 0;
50 if (pass->multiview_enabled) {
51 for (uint32_t j = 0; j < MAX_MULTIVIEW_VIEW_COUNT; j++) {
52 pass->attachments[i].views[j].first_subpass = pass->subpass_count - 1;
53 pass->attachments[i].views[j].last_subpass = 0;
54 }
55 }
56 }
57
58 for (uint32_t i = 0; i < pass->subpass_count; i++) {
59 const struct v3dv_subpass *subpass = &pass->subpasses[i];
60
61 for (uint32_t j = 0; j < subpass->color_count; j++) {
62 uint32_t attachment_idx = subpass->color_attachments[j].attachment;
63 if (attachment_idx == VK_ATTACHMENT_UNUSED)
64 continue;
65
66 struct v3dv_render_pass_attachment *att =
67 &pass->attachments[attachment_idx];
68
69 if (i < att->first_subpass)
70 att->first_subpass = i;
71 if (i > att->last_subpass)
72 att->last_subpass = i;
73
74 uint32_t view_mask = subpass->view_mask;
75 while (view_mask) {
76 uint32_t view_index = u_bit_scan(&view_mask);
77 if (i < att->views[view_index].first_subpass)
78 att->views[view_index].first_subpass = i;
79 if (i > att->views[view_index].last_subpass)
80 att->views[view_index].last_subpass = i;
81 }
82
83 if (subpass->resolve_attachments &&
84 subpass->resolve_attachments[j].attachment != VK_ATTACHMENT_UNUSED) {
85 set_try_tlb_resolve(device, att);
86 }
87 }
88
89 uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
90 if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
91 if (i < pass->attachments[ds_attachment_idx].first_subpass)
92 pass->attachments[ds_attachment_idx].first_subpass = i;
93 if (i > pass->attachments[ds_attachment_idx].last_subpass)
94 pass->attachments[ds_attachment_idx].last_subpass = i;
95
96 if (subpass->ds_resolve_attachment.attachment != VK_ATTACHMENT_UNUSED)
97 set_try_tlb_resolve(device, &pass->attachments[ds_attachment_idx]);
98 }
99
100 for (uint32_t j = 0; j < subpass->input_count; j++) {
101 uint32_t input_attachment_idx = subpass->input_attachments[j].attachment;
102 if (input_attachment_idx == VK_ATTACHMENT_UNUSED)
103 continue;
104 if (i < pass->attachments[input_attachment_idx].first_subpass)
105 pass->attachments[input_attachment_idx].first_subpass = i;
106 if (i > pass->attachments[input_attachment_idx].last_subpass)
107 pass->attachments[input_attachment_idx].last_subpass = i;
108 }
109
110 if (subpass->resolve_attachments) {
111 for (uint32_t j = 0; j < subpass->color_count; j++) {
112 uint32_t attachment_idx = subpass->resolve_attachments[j].attachment;
113 if (attachment_idx == VK_ATTACHMENT_UNUSED)
114 continue;
115 if (i < pass->attachments[attachment_idx].first_subpass)
116 pass->attachments[attachment_idx].first_subpass = i;
117 if (i > pass->attachments[attachment_idx].last_subpass)
118 pass->attachments[attachment_idx].last_subpass = i;
119 }
120 }
121 }
122 }
123
124
125 VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateRenderPass2(VkDevice _device, const VkRenderPassCreateInfo2 *pCreateInfo, const VkAllocationCallbacks *pAllocator, VkRenderPass *pRenderPass)126 v3dv_CreateRenderPass2(VkDevice _device,
127 const VkRenderPassCreateInfo2 *pCreateInfo,
128 const VkAllocationCallbacks *pAllocator,
129 VkRenderPass *pRenderPass)
130 {
131 V3DV_FROM_HANDLE(v3dv_device, device, _device);
132 struct v3dv_render_pass *pass;
133
134 assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2);
135
136 /* From the VK_KHR_multiview spec:
137 *
138 * When a subpass uses a non-zero view mask, multiview functionality is
139 * considered to be enabled. Multiview is all-or-nothing for a render
140 * pass - that is, either all subpasses must have a non-zero view mask
141 * (though some subpasses may have only one view) or all must be zero.
142 */
143 bool multiview_enabled = pCreateInfo->subpassCount &&
144 pCreateInfo->pSubpasses[0].viewMask;
145
146 size_t size = sizeof(*pass);
147 size_t subpasses_offset = size;
148 size += pCreateInfo->subpassCount * sizeof(pass->subpasses[0]);
149 size_t attachments_offset = size;
150 size += pCreateInfo->attachmentCount * sizeof(pass->attachments[0]);
151
152 pass = vk_object_zalloc(&device->vk, pAllocator, size,
153 VK_OBJECT_TYPE_RENDER_PASS);
154 if (pass == NULL)
155 return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
156
157 pass->multiview_enabled = multiview_enabled;
158 pass->attachment_count = pCreateInfo->attachmentCount;
159 pass->attachments = (void *) pass + attachments_offset;
160 pass->subpass_count = pCreateInfo->subpassCount;
161 pass->subpasses = (void *) pass + subpasses_offset;
162
163 for (uint32_t i = 0; i < pCreateInfo->attachmentCount; i++)
164 pass->attachments[i].desc = pCreateInfo->pAttachments[i];
165
166 uint32_t subpass_attachment_count = 0;
167 for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
168 const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
169 subpass_attachment_count += num_subpass_attachments(desc);
170 }
171
172 if (subpass_attachment_count) {
173 const size_t subpass_attachment_bytes =
174 subpass_attachment_count * sizeof(struct v3dv_subpass_attachment);
175 pass->subpass_attachments =
176 vk_alloc2(&device->vk.alloc, pAllocator, subpass_attachment_bytes, 8,
177 VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
178 if (pass->subpass_attachments == NULL) {
179 vk_object_free(&device->vk, pAllocator, pass);
180 return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
181 }
182 } else {
183 pass->subpass_attachments = NULL;
184 }
185
186 struct v3dv_subpass_attachment *p = pass->subpass_attachments;
187 for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
188 const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
189 struct v3dv_subpass *subpass = &pass->subpasses[i];
190
191 subpass->input_count = desc->inputAttachmentCount;
192 subpass->color_count = desc->colorAttachmentCount;
193 subpass->view_mask = desc->viewMask;
194
195 if (desc->inputAttachmentCount > 0) {
196 subpass->input_attachments = p;
197 p += desc->inputAttachmentCount;
198
199 for (uint32_t j = 0; j < desc->inputAttachmentCount; j++) {
200 subpass->input_attachments[j] = (struct v3dv_subpass_attachment) {
201 .attachment = desc->pInputAttachments[j].attachment,
202 .layout = desc->pInputAttachments[j].layout,
203 };
204 }
205 }
206
207 if (desc->colorAttachmentCount > 0) {
208 subpass->color_attachments = p;
209 p += desc->colorAttachmentCount;
210
211 for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
212 subpass->color_attachments[j] = (struct v3dv_subpass_attachment) {
213 .attachment = desc->pColorAttachments[j].attachment,
214 .layout = desc->pColorAttachments[j].layout,
215 };
216 }
217 }
218
219 if (desc->pResolveAttachments) {
220 subpass->resolve_attachments = p;
221 p += desc->colorAttachmentCount;
222
223 for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
224 subpass->resolve_attachments[j] = (struct v3dv_subpass_attachment) {
225 .attachment = desc->pResolveAttachments[j].attachment,
226 .layout = desc->pResolveAttachments[j].layout,
227 };
228 }
229 }
230
231 if (desc->pDepthStencilAttachment) {
232 subpass->ds_attachment = (struct v3dv_subpass_attachment) {
233 .attachment = desc->pDepthStencilAttachment->attachment,
234 .layout = desc->pDepthStencilAttachment->layout,
235 };
236
237 /* GFXH-1461: if depth is cleared but stencil is loaded (or viceversa),
238 * the clear might get lost. If a subpass has this then we can't emit
239 * the clear using the TLB and we have to do it as a draw call.
240 *
241 * FIXME: separate stencil.
242 */
243 if (subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
244 struct v3dv_render_pass_attachment *att =
245 &pass->attachments[subpass->ds_attachment.attachment];
246 if (att->desc.format == VK_FORMAT_D24_UNORM_S8_UINT) {
247 if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
248 att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD) {
249 subpass->do_depth_clear_with_draw = true;
250 } else if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD &&
251 att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR) {
252 subpass->do_stencil_clear_with_draw = true;
253 }
254 }
255 }
256
257 /* VK_KHR_depth_stencil_resolve */
258 const VkSubpassDescriptionDepthStencilResolve *resolve_desc =
259 vk_find_struct_const(desc->pNext, SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE);
260 const VkAttachmentReference2 *resolve_att =
261 resolve_desc && resolve_desc->pDepthStencilResolveAttachment &&
262 resolve_desc->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED ?
263 resolve_desc->pDepthStencilResolveAttachment : NULL;
264 if (resolve_att) {
265 subpass->ds_resolve_attachment = (struct v3dv_subpass_attachment) {
266 .attachment = resolve_att->attachment,
267 .layout = resolve_att->layout,
268 };
269 assert(resolve_desc->depthResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT ||
270 resolve_desc->stencilResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT);
271 subpass->resolve_depth =
272 resolve_desc->depthResolveMode != VK_RESOLVE_MODE_NONE &&
273 resolve_att->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT;
274 subpass->resolve_stencil =
275 resolve_desc->stencilResolveMode != VK_RESOLVE_MODE_NONE &&
276 resolve_att->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
277 } else {
278 subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
279 subpass->resolve_depth = false;
280 subpass->resolve_stencil = false;
281 }
282 } else {
283 subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
284 subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
285 subpass->resolve_depth = false;
286 subpass->resolve_stencil = false;
287 }
288 }
289
290 pass_find_subpass_range_for_attachments(device, pass);
291
292 /* FIXME: handle subpass dependencies */
293
294 *pRenderPass = v3dv_render_pass_to_handle(pass);
295
296 return VK_SUCCESS;
297 }
298
299 VKAPI_ATTR void VKAPI_CALL
v3dv_DestroyRenderPass(VkDevice _device, VkRenderPass _pass, const VkAllocationCallbacks *pAllocator)300 v3dv_DestroyRenderPass(VkDevice _device,
301 VkRenderPass _pass,
302 const VkAllocationCallbacks *pAllocator)
303 {
304 V3DV_FROM_HANDLE(v3dv_device, device, _device);
305 V3DV_FROM_HANDLE(v3dv_render_pass, pass, _pass);
306
307 if (!_pass)
308 return;
309
310 vk_free2(&device->vk.alloc, pAllocator, pass->subpass_attachments);
311 vk_object_free(&device->vk, pAllocator, pass);
312 }
313
314 static void
subpass_get_granularity(struct v3dv_device *device, struct v3dv_render_pass *pass, uint32_t subpass_idx, VkExtent2D *granularity)315 subpass_get_granularity(struct v3dv_device *device,
316 struct v3dv_render_pass *pass,
317 uint32_t subpass_idx,
318 VkExtent2D *granularity)
319 {
320 /* Granularity is defined by the tile size */
321 assert(subpass_idx < pass->subpass_count);
322 struct v3dv_subpass *subpass = &pass->subpasses[subpass_idx];
323 const uint32_t color_attachment_count = subpass->color_count;
324
325 bool msaa = false;
326 uint32_t max_bpp = 0;
327 for (uint32_t i = 0; i < color_attachment_count; i++) {
328 uint32_t attachment_idx = subpass->color_attachments[i].attachment;
329 if (attachment_idx == VK_ATTACHMENT_UNUSED)
330 continue;
331 const VkAttachmentDescription2 *desc =
332 &pass->attachments[attachment_idx].desc;
333 const struct v3dv_format *format = v3dv_X(device, get_format)(desc->format);
334 uint32_t internal_type, internal_bpp;
335 v3dv_X(device, get_internal_type_bpp_for_output_format)
336 (format->rt_type, &internal_type, &internal_bpp);
337
338 max_bpp = MAX2(max_bpp, internal_bpp);
339
340 if (desc->samples > VK_SAMPLE_COUNT_1_BIT)
341 msaa = true;
342 }
343
344 uint32_t width, height;
345 bool double_buffer = (V3D_DEBUG & V3D_DEBUG_DOUBLE_BUFFER) && !msaa;
346 v3d_choose_tile_size(color_attachment_count, max_bpp, msaa,
347 double_buffer, &width, &height);
348 *granularity = (VkExtent2D) {
349 .width = width,
350 .height = height
351 };
352 }
353
354 VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderAreaGranularity(VkDevice _device, VkRenderPass renderPass, VkExtent2D *pGranularity)355 v3dv_GetRenderAreaGranularity(VkDevice _device,
356 VkRenderPass renderPass,
357 VkExtent2D *pGranularity)
358 {
359 V3DV_FROM_HANDLE(v3dv_render_pass, pass, renderPass);
360 V3DV_FROM_HANDLE(v3dv_device, device, _device);
361
362 *pGranularity = (VkExtent2D) {
363 .width = 64,
364 .height = 64,
365 };
366
367 for (uint32_t i = 0; i < pass->subpass_count; i++) {
368 VkExtent2D sg;
369 subpass_get_granularity(device, pass, i, &sg);
370 pGranularity->width = MIN2(pGranularity->width, sg.width);
371 pGranularity->height = MIN2(pGranularity->height, sg.height);
372 }
373 }
374
375 /* Checks whether the render area rectangle covers a region that is aligned to
376 * tile boundaries. This means that we are writing to all pixels covered by
377 * all tiles in that area (except for pixels on edge tiles that are outside
378 * the framebuffer dimensions).
379 *
380 * When our framebuffer is aligned to tile boundaries we know we are writing
381 * valid data to all all pixels in each tile and we can apply certain
382 * optimizations, like avoiding tile loads, since we know that none of the
383 * original pixel values in each tile for that area need to be preserved.
384 * We also use this to decide if we can use TLB clears, as these clear whole
385 * tiles so we can't use them if the render area is not aligned.
386 *
387 * Note that when an image is created it will possibly include padding blocks
388 * depending on its tiling layout. When the framebuffer dimensions are not
389 * aligned to tile boundaries then edge tiles are only partially covered by the
390 * framebuffer pixels, but tile stores still seem to store full tiles
391 * writing to the padded sections. This is important when the framebuffer
392 * is aliasing a smaller section of a larger image, as in that case the edge
393 * tiles of the framebuffer would overwrite valid pixels in the larger image.
394 * In that case, we can't flag the area as being aligned.
395 */
396 bool
v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device, const VkRect2D *area, struct v3dv_framebuffer *fb, struct v3dv_render_pass *pass, uint32_t subpass_idx)397 v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device,
398 const VkRect2D *area,
399 struct v3dv_framebuffer *fb,
400 struct v3dv_render_pass *pass,
401 uint32_t subpass_idx)
402 {
403 assert(subpass_idx < pass->subpass_count);
404
405 VkExtent2D granularity;
406 subpass_get_granularity(device, pass, subpass_idx, &granularity);
407
408 return area->offset.x % granularity.width == 0 &&
409 area->offset.y % granularity.height == 0 &&
410 (area->extent.width % granularity.width == 0 ||
411 (fb->has_edge_padding &&
412 area->offset.x + area->extent.width >= fb->width)) &&
413 (area->extent.height % granularity.height == 0 ||
414 (fb->has_edge_padding &&
415 area->offset.y + area->extent.height >= fb->height));
416 }
417