Module: Mesa
Branch: master
Commit: 7e0382fb35960416459134f27fa1b0f57aba8acc
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=7e0382fb35960416459134f27fa1b0f57aba8acc

Author: Dave Airlie <[email protected]>
Date:   Tue Jan 17 10:05:07 2017 +1000

radv: add support for layered clears (v2)

Just always use the layer clear pipelines,
the overhead of emitting the layer shouldn't be
too large.

v2: Bas suggested we always use it.

Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>

---

 src/amd/vulkan/radv_meta_clear.c | 28 ++++++++++++++++++++++------
 1 file changed, 22 insertions(+), 6 deletions(-)

diff --git a/src/amd/vulkan/radv_meta_clear.c b/src/amd/vulkan/radv_meta_clear.c
index ff779ea..957b388 100644
--- a/src/amd/vulkan/radv_meta_clear.c
+++ b/src/amd/vulkan/radv_meta_clear.c
@@ -98,6 +98,16 @@ build_color_shaders(struct nir_shader **out_vs,
        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 =
+               nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
+                                   "v_layer");
+       vs_out_layer->data.location = VARYING_SLOT_LAYER;
+       vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
+       nir_ssa_def *inst_id = nir_load_system_value(&vs_b, 
nir_intrinsic_load_instance_id, 0);
+
+       nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1);
+
        *out_vs = vs_b.shader;
        *out_fs = fs_b.shader;
 }
@@ -447,7 +457,7 @@ emit_color_clear(struct radv_cmd_buffer *cmd_buffer,
                                           pipeline_h);
        }
 
-       radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0);
+       radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0);
 
        radv_cmd_buffer_set_subpass(cmd_buffer, subpass, false);
 }
@@ -477,6 +487,15 @@ build_depthstencil_shader(struct nir_shader **out_vs, 
struct nir_shader **out_fs
 
        nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
 
+       const struct glsl_type *layer_type = glsl_int_type();
+       nir_variable *vs_out_layer =
+               nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type,
+                                   "v_layer");
+       vs_out_layer->data.location = VARYING_SLOT_LAYER;
+       vs_out_layer->data.interpolation = INTERP_MODE_FLAT;
+       nir_ssa_def *inst_id = nir_load_system_value(&vs_b, 
nir_intrinsic_load_instance_id, 0);
+       nir_store_var(&vs_b, vs_out_layer, inst_id, 0x1);
+
        *out_vs = vs_b.shader;
        *out_fs = fs_b.shader;
 }
@@ -717,7 +736,7 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer,
        if (depth_view_can_fast_clear(iview, 
subpass->depth_stencil_attachment.layout, clear_rect))
                radv_set_depth_clear_regs(cmd_buffer, iview->image, 
clear_value, aspects);
 
-       radv_CmdDraw(cmd_buffer_h, 3, 1, 0, 0);
+       radv_CmdDraw(cmd_buffer_h, 3, clear_rect->layerCount, 0, 0);
 }
 
 
@@ -948,13 +967,10 @@ radv_cmd_buffer_clear_subpass(struct radv_cmd_buffer 
*cmd_buffer)
 
        radv_meta_save_graphics_reset_vport_scissor(&saved_state, cmd_buffer);
 
-       if (cmd_state->framebuffer->layers > 1)
-               radv_finishme("clearing multi-layer framebuffer");
-
        VkClearRect clear_rect = {
                .rect = cmd_state->render_area,
                .baseArrayLayer = 0,
-               .layerCount = 1, /* FINISHME: clear multi-layer framebuffer */
+               .layerCount = cmd_state->framebuffer->layers,
        };
 
        for (uint32_t i = 0; i < cmd_state->subpass->color_count; ++i) {

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