From: Stefan Dösinger stefan@codeweavers.com
Signed-off-by: Stefan Dösinger stefan@codeweavers.com
---
Version 3: Add an ERR check in the GL path. Version 2: Take the new wined3d_texture_vk_clear into account.
@Zeb: I can't write a FIXME in wined3d_buffer_load_location for non-zero colors because buffers don't (yet) store clear colors. The proper place to write a FIXME would be when delaying a buffer clear, but right now we'll never enter the clear code for buffers. (wined3d_device_clear is <= d3d9 only and wined3d_device_context_clear_rendertarget_view has a FIXME("Not implemented for buffer resources.\n"); --- dlls/wined3d/context_vk.c | 41 +++++++++++++-- dlls/wined3d/texture.c | 91 ++++++++++++++++++++++------------ dlls/wined3d/utils.c | 19 +++++++ dlls/wined3d/wined3d_private.h | 11 ++++ 4 files changed, 125 insertions(+), 37 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index aa3b45d54fd..c257b5f3c86 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -2509,7 +2509,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont VkCommandBuffer vk_command_buffer, const struct wined3d_state *state, const struct wined3d_vk_info *vk_info) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); - static const VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1]; + VkClearValue clear_values[WINED3D_MAX_RENDER_TARGETS + 1]; VkImageView vk_views[WINED3D_MAX_RENDER_TARGETS + 1]; unsigned int fb_width, fb_height, fb_layer_count; struct wined3d_rendertarget_view_vk *rtv_vk; @@ -2518,6 +2518,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont struct wined3d_query_vk *query_vk; VkRenderPassBeginInfo begin_info; unsigned int attachment_count, i; + struct wined3d_texture *texture; VkFramebufferCreateInfo fb_desc; VkResult vr;
@@ -2549,10 +2550,25 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont if (view->layer_count < fb_layer_count) fb_layer_count = view->layer_count; context_vk->rt_count = i + 1; - ++attachment_count;
if (wined3d_rendertarget_view_get_locations(view) & WINED3D_LOCATION_CLEARED) - begin_info.clearValueCount = attachment_count; + { + VkClearColorValue *c = &clear_values[attachment_count].color; + + if (view->resource->type == WINED3D_RTYPE_BUFFER) + { + c->int32[0] = c->int32[1] = c->int32[2] = c->int32[3] = 0; + } + else + { + texture = texture_from_resource(view->resource); + wined3d_format_colour_to_vk(view->format, + &texture->sub_resources[view->sub_resource_idx].clear_value.colour, c); + } + + begin_info.clearValueCount = attachment_count + 1; + } + ++attachment_count; }
if ((view = state->fb.depth_stencil)) @@ -2568,10 +2584,25 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont fb_height = view->height; if (view->layer_count < fb_layer_count) fb_layer_count = view->layer_count; - ++attachment_count;
if (wined3d_rendertarget_view_get_locations(view) & WINED3D_LOCATION_CLEARED) - begin_info.clearValueCount = attachment_count; + { + VkClearDepthStencilValue *c = &clear_values[attachment_count].depthStencil; + + if (view->resource->type == WINED3D_RTYPE_BUFFER) + { + c->depth = 0.0f; + c->stencil = 0; + } + else + { + texture = texture_from_resource(view->resource); + c->depth = texture->sub_resources[view->sub_resource_idx].clear_value.depth; + c->stencil = texture->sub_resources[view->sub_resource_idx].clear_value.stencil; + } + begin_info.clearValueCount = attachment_count + 1; + } + ++attachment_count; }
if (!(context_vk->vk_render_pass = wined3d_context_vk_get_render_pass(context_vk, &state->fb, diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 0f45d5c844e..7dfedd65ecc 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -823,10 +823,22 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture, range.size = texture->sub_resources[sub_resource_idx].size; if (current & WINED3D_LOCATION_CLEARED) { - static const struct wined3d_color black; unsigned int level_idx = sub_resource_idx % texture->level_count; struct wined3d_map_desc map; struct wined3d_box box; + struct wined3d_color c; + + if (texture->resource.format->flags[WINED3D_GL_RES_TYPE_TEX_2D] + & WINED3DFMT_FLAG_DEPTH_STENCIL) + { + c.r = texture->sub_resources[sub_resource_idx].clear_value.depth; + c.g = texture->sub_resources[sub_resource_idx].clear_value.stencil; + c.b = c.a = 0.0f; + } + else + { + c = texture->sub_resources[sub_resource_idx].clear_value.colour; + }
wined3d_texture_get_pitch(texture, level_idx, &map.row_pitch, &map.slice_pitch); if (destination.buffer_object) @@ -836,7 +848,7 @@ BOOL wined3d_texture_load_location(struct wined3d_texture *texture, map.data = destination.addr;
wined3d_texture_get_level_box(texture, level_idx, &box); - wined3d_resource_memory_colour_fill(&texture->resource, &map, &black, &box, true); + wined3d_resource_memory_colour_fill(&texture->resource, &map, &c, &box, true);
if (destination.buffer_object) wined3d_context_unmap_bo_address(context, &destination, 1, &range); @@ -3370,6 +3382,27 @@ static bool wined3d_texture_gl_clear(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info = context_gl->gl_info; struct wined3d_bo_address addr;
+ /* The code that delays clears is Vulkan-specific, so here we should only + * encounter WINED3D_LOCATION_CLEARED on newly created resources and thus + * a zero clear value. */ + if (!format->depth_size && !format->stencil_size) + { + if (sub_resource->clear_value.colour.r || sub_resource->clear_value.colour.g + || sub_resource->clear_value.colour.b || sub_resource->clear_value.colour.a) + { + ERR("Unexpected color clear value r=%08e, g=%08e, b=%08e, a=%08e.\n", + sub_resource->clear_value.colour.r, sub_resource->clear_value.colour.g, + sub_resource->clear_value.colour.b, sub_resource->clear_value.colour.a); + } + } + else + { + if (format->depth_size && sub_resource->clear_value.depth) + ERR("Unexpected depth clear value %08e.\n", sub_resource->clear_value.depth); + if (format->stencil_size && sub_resource->clear_value.stencil) + ERR("Unexpected stencil clear value %x.\n", sub_resource->clear_value.stencil); + } + if (use_ffp_clear(texture, location)) { GLbitfield clear_mask = 0; @@ -5281,16 +5314,20 @@ static bool wined3d_texture_vk_clear(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk = wined3d_context_vk(context); const struct wined3d_format *format = texture_vk->t.resource.format; const struct wined3d_vk_info *vk_info = context_vk->vk_info; - static const VkClearDepthStencilValue depth_value; - static const VkClearColorValue colour_value; + VkClearDepthStencilValue depth_value; VkCommandBuffer vk_command_buffer; VkImageSubresourceRange vk_range; + VkClearColorValue colour_value; VkImageAspectFlags aspect_mask; VkImage vk_image;
if (texture_vk->t.resource.format_flags & WINED3DFMT_FLAG_COMPRESSED) { struct wined3d_bo_address addr; + struct wined3d_color *c = &sub_resource->clear_value.colour; + + if (c->r || c->g || c-> b || c->a) + FIXME("Compressed resource %p is cleared to a non-zero color.\n", &texture_vk->t);
if (!wined3d_texture_prepare_location(&texture_vk->t, sub_resource_idx, context, WINED3D_LOCATION_SYSMEM)) return false; @@ -5324,11 +5361,18 @@ static bool wined3d_texture_vk_clear(struct wined3d_texture_vk *texture_vk, texture_vk->layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, vk_image, &vk_range);
if (format->depth_size || format->stencil_size) + { + depth_value.depth = sub_resource->clear_value.depth; + depth_value.stencil = sub_resource->clear_value.stencil; VK_CALL(vkCmdClearDepthStencilImage(vk_command_buffer, vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &depth_value, 1, &vk_range)); + } else + { + wined3d_format_colour_to_vk(format, &sub_resource->clear_value.colour, &colour_value); VK_CALL(vkCmdClearColorImage(vk_command_buffer, vk_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour_value, 1, &vk_range)); + }
wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, @@ -6635,18 +6679,12 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
if (is_full_clear(view, draw_rect, clear_rects)) { - if (!colour->r && !colour->g && !colour->b && !colour->a) - { - wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED); - wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED); - delay_count++; - continue; - } - else - { - TRACE_(d3d_perf)("non-zero clear\n"); - wined3d_rendertarget_view_prepare_location(view, &context_vk->c, view->resource->draw_binding); - } + struct wined3d_texture *texture = texture_from_resource(view->resource); + wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED); + wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED); + texture->sub_resources[view->sub_resource_idx].clear_value.colour = *colour; + delay_count++; + continue; } else { @@ -6660,20 +6698,7 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_RENDER_TARGET);
c = &clear_values[attachment_count].color; - if (view->format_flags & WINED3DFMT_FLAG_INTEGER) - { - c->int32[0] = colour->r; - c->int32[1] = colour->g; - c->int32[2] = colour->b; - c->int32[3] = colour->a; - } - else - { - c->float32[0] = colour->r; - c->float32[1] = colour->g; - c->float32[2] = colour->b; - c->float32[3] = colour->a; - } + wined3d_format_colour_to_vk(view->format, colour, c);
if (view->layer_count > layer_count) layer_count = view->layer_count; @@ -6697,8 +6722,7 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk if (view->format->stencil_size) full_flags |= WINED3DCLEAR_STENCIL;
- if (!is_full_clear(view, draw_rect, clear_rects) - || depth || stencil || (flags & full_flags) != full_flags) + if (!is_full_clear(view, draw_rect, clear_rects) || (flags & full_flags) != full_flags) { wined3d_rendertarget_view_load_location(view, &context_vk->c, view->resource->draw_binding); wined3d_rendertarget_view_validate_location(view, view->resource->draw_binding); @@ -6719,6 +6743,9 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk } else { + struct wined3d_texture *texture = texture_from_resource(view->resource); + texture->sub_resources[view->sub_resource_idx].clear_value.depth = depth; + texture->sub_resources[view->sub_resource_idx].clear_value.stencil = stencil; wined3d_rendertarget_view_validate_location(view, WINED3D_LOCATION_CLEARED); wined3d_rendertarget_view_invalidate_location(view, ~WINED3D_LOCATION_CLEARED); flags &= ~(WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL); diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 088a904ffeb..3680bcf6425 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6008,6 +6008,25 @@ uint32_t wined3d_format_pack(const struct wined3d_format *format, const struct w return p; }
+void wined3d_format_colour_to_vk(const struct wined3d_format *format, const struct wined3d_color *c, + VkClearColorValue *retval) +{ + if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER) + { + retval->int32[0] = c->r; + retval->int32[1] = c->g; + retval->int32[2] = c->b; + retval->int32[3] = c->a; + } + else + { + retval->float32[0] = c->r; + retval->float32[1] = c->g; + retval->float32[2] = c->b; + retval->float32[3] = c->a; + } +} + /* Note: It's the caller's responsibility to ensure values can be expressed * in the requested format. UNORM formats for example can only express values * in the range 0.0f -> 1.0f. diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index cd88e70c9ce..835a1346d03 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4559,6 +4559,15 @@ struct wined3d_texture uint32_t map_flags; DWORD locations; struct wined3d_bo *bo; + union + { + struct wined3d_color colour; + struct + { + float depth; + unsigned int stencil; + }; + } clear_value;
void *user_memory; } *sub_resources; @@ -6211,6 +6220,8 @@ void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigne unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; +void wined3d_format_colour_to_vk(const struct wined3d_format *format, const struct wined3d_color *c, + VkClearColorValue *retval) DECLSPEC_HIDDEN; void wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color, void *ret) DECLSPEC_HIDDEN; void wined3d_format_copy_data(const struct wined3d_format *format, const uint8_t *src,