radv/meta: reduce vertex buffer usage in clear shaders
authorDave Airlie <airlied@redhat.com>
Tue, 18 Apr 2017 05:50:10 +0000 (15:50 +1000)
committerDave Airlie <airlied@redhat.com>
Wed, 19 Apr 2017 00:02:53 +0000 (10:02 +1000)
For depth clears we have to pass the depth in the 2nd
component, we can use push constants for some of this
later to drop the vertex buffer completely

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/amd/vulkan/radv_meta.c
src/amd/vulkan/radv_meta.h
src/amd/vulkan/radv_meta_clear.c

index bb95b36..3584396 100644 (file)
@@ -417,7 +417,7 @@ radv_meta_save_graphics_reset_vport_scissor_novertex(struct radv_meta_saved_stat
        cmd_buffer->state.dirty |= dirty_state;
 }
 
-nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b)
+nir_ssa_def *radv_meta_gen_rect_vertices_comp2(nir_builder *vs_b, nir_ssa_def *comp2)
 {
 
        nir_intrinsic_instr *vertex_id = nir_intrinsic_instr_create(vs_b->shader, nir_intrinsic_load_vertex_id_zero_base);
@@ -443,9 +443,14 @@ nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b)
        comp[1] = nir_bcsel(vs_b, c1cmp,
                            nir_imm_float(vs_b, -1.0),
                            nir_imm_float(vs_b, 1.0));
-       comp[2] = nir_imm_float(vs_b, 0.0);
+       comp[2] = comp2;
        comp[3] = nir_imm_float(vs_b, 1.0);
        nir_ssa_def *outvec = nir_vec(vs_b, comp, 4);
 
        return outvec;
 }
+
+nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b)
+{
+       return radv_meta_gen_rect_vertices_comp2(vs_b, nir_imm_float(vs_b, 0.0));
+}
index 6cad94c..5cf5d62 100644 (file)
@@ -226,7 +226,7 @@ void radv_blit_to_prime_linear(struct radv_cmd_buffer *cmd_buffer,
 #include "nir_builder.h"
 
 nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b);
-
+nir_ssa_def *radv_meta_gen_rect_vertices_comp2(nir_builder *vs_b, nir_ssa_def *comp2);
 #ifdef __cplusplus
 }
 #endif
index cbb90a4..3e79cd8 100644 (file)
 
 #include "util/format_rgb9e5.h"
 #include "vk_format.h"
+
 /** Vertex attributes for color clears.  */
 struct color_clear_vattrs {
-       float position[2];
        VkClearColorValue color;
 };
 
 /** Vertex attributes for depthstencil clears.  */
 struct depthstencil_clear_vattrs {
-       float position[2];
        float depth_clear;
 };
 
@@ -62,11 +61,6 @@ build_color_shaders(struct nir_shader **out_vs,
        const struct glsl_type *position_type = glsl_vec4_type();
        const struct glsl_type *color_type = glsl_vec4_type();
 
-       nir_variable *vs_in_pos =
-               nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
-                                   "a_position");
-       vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
-
        nir_variable *vs_out_pos =
                nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
                                    "gl_Position");
@@ -75,7 +69,7 @@ build_color_shaders(struct nir_shader **out_vs,
        nir_variable *vs_in_color =
                nir_variable_create(vs_b.shader, nir_var_shader_in, color_type,
                                    "a_color");
-       vs_in_color->data.location = VERT_ATTRIB_GENERIC1;
+       vs_in_color->data.location = VERT_ATTRIB_GENERIC0;
 
        nir_variable *vs_out_color =
                nir_variable_create(vs_b.shader, nir_var_shader_out, color_type,
@@ -94,7 +88,9 @@ build_color_shaders(struct nir_shader **out_vs,
                                    "f_color");
        fs_out_color->data.location = FRAG_RESULT_DATA0 + frag_output;
 
-       nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
+       nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
+
+       nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
        nir_copy_var(&vs_b, vs_out_color, vs_in_color);
        nir_copy_var(&fs_b, fs_out_color, fs_in_color);
 
@@ -277,21 +273,14 @@ create_color_pipeline(struct radv_device *device,
                                .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
                        },
                },
-               .vertexAttributeDescriptionCount = 2,
+               .vertexAttributeDescriptionCount = 1,
                .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
                        {
-                               /* Position */
-                               .location = 0,
-                               .binding = 0,
-                               .format = VK_FORMAT_R32G32_SFLOAT,
-                               .offset = offsetof(struct color_clear_vattrs, position),
-                       },
-                       {
                                /* Color */
-                               .location = 1,
+                               .location = 0,
                                .binding = 0,
                                .format = VK_FORMAT_R32G32B32A32_SFLOAT,
-                               .offset = offsetof(struct color_clear_vattrs, color),
+                               .offset = 0,
                        },
                },
        };
@@ -409,24 +398,12 @@ emit_color_clear(struct radv_cmd_buffer *cmd_buffer,
 
        const struct color_clear_vattrs vertex_data[3] = {
                {
-                       .position = {
-                               -1.0,
-                               -1.0,
-                       },
                        .color = clear_value,
                },
                {
-                       .position = {
-                               -1.0,
-                               1.0,
-                       },
                        .color = clear_value,
                },
                {
-                       .position = {
-                               1.0,
-                               -1.0,
-                       },
                        .color = clear_value,
                },
        };
@@ -486,19 +463,21 @@ build_depthstencil_shader(struct nir_shader **out_vs, struct nir_shader **out_fs
 
        vs_b.shader->info->name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
        fs_b.shader->info->name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
-       const struct glsl_type *position_type = glsl_vec4_type();
+       const struct glsl_type *position_out_type = glsl_vec4_type();
+       const struct glsl_type *position_type = glsl_float_type();
 
        nir_variable *vs_in_pos =
-               nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
-                                   "a_position");
+               nir_variable_create(vs_b.shader, nir_var_shader_in, position_type,
+                                   "a_position");
        vs_in_pos->data.location = VERT_ATTRIB_GENERIC0;
 
        nir_variable *vs_out_pos =
-               nir_variable_create(vs_b.shader, nir_var_shader_out, position_type,
+               nir_variable_create(vs_b.shader, nir_var_shader_out, position_out_type,
                                    "gl_Position");
        vs_out_pos->data.location = VARYING_SLOT_POS;
 
-       nir_copy_var(&vs_b, vs_out_pos, vs_in_pos);
+       nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, nir_load_var(&vs_b, vs_in_pos));
+       nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
 
        const struct glsl_type *layer_type = glsl_int_type();
        nir_variable *vs_out_layer =
@@ -576,8 +555,8 @@ create_depthstencil_pipeline(struct radv_device *device,
                                /* Position */
                                .location = 0,
                                .binding = 0,
-                               .format = VK_FORMAT_R32G32B32_SFLOAT,
-                               .offset = offsetof(struct depthstencil_clear_vattrs, position),
+                               .format = VK_FORMAT_R32_SFLOAT,
+                               .offset = 0,
                        },
                },
        };
@@ -695,24 +674,12 @@ emit_depthstencil_clear(struct radv_cmd_buffer *cmd_buffer,
 
        const struct depthstencil_clear_vattrs vertex_data[3] = {
                {
-                       .position = {
-                               -1.0,
-                               -1.0
-                       },
                        .depth_clear = clear_value.depth,
                },
                {
-                       .position = {
-                               -1.0,
-                               1.0,
-                       },
                        .depth_clear = clear_value.depth,
                },
                {
-                       .position = {
-                               1.0,
-                               -1.0,
-                       },
                        .depth_clear = clear_value.depth,
                },
        };