render/vulkan: Remove the dummy pool for lut3d

We don't need it now that we have shader variants
This commit is contained in:
Alexander Orzechowski 2024-08-24 18:08:48 -04:00
parent 26006035b6
commit 75cf7ceec9
3 changed files with 0 additions and 124 deletions

View file

@ -278,19 +278,10 @@ struct wlr_vk_renderer {
VkDescriptorSetLayout output_ds_srgb_layout;
VkDescriptorSetLayout output_ds_lut3d_layout;
VkSampler output_sampler_lut3d;
// descriptor set indicating dummy 1x1x1 image, for use in the lut3d slot
VkDescriptorSet output_ds_lut3d_dummy;
struct wlr_vk_descriptor_pool *output_ds_lut3d_dummy_pool;
size_t last_output_pool_size;
struct wl_list output_descriptor_pools; // wlr_vk_descriptor_pool.link
// dummy sampler to bind when output shader is not using a lookup table
VkImage dummy3d_image;
VkDeviceMemory dummy3d_mem;
VkImageView dummy3d_image_view;
bool dummy3d_image_transitioned;
VkSemaphore timeline_semaphore;
uint64_t timeline_point;

View file

@ -981,14 +981,6 @@ struct wlr_vk_render_pass *vulkan_begin_render_pass(struct wlr_vk_renderer *rend
return NULL;
}
if (!renderer->dummy3d_image_transitioned) {
renderer->dummy3d_image_transitioned = true;
vulkan_change_layout(cb->vk, renderer->dummy3d_image,
VK_IMAGE_LAYOUT_UNDEFINED, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
0, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT, VK_ACCESS_SHADER_READ_BIT);
}
int width = buffer->wlr_buffer->width;
int height = buffer->wlr_buffer->height;
VkRect2D rect = { .extent = { width, height } };

View file

@ -1131,10 +1131,6 @@ static void vulkan_destroy(struct wlr_renderer *wlr_renderer) {
free(pipeline_layout);
}
vkDestroyImageView(dev->dev, renderer->dummy3d_image_view, NULL);
vkDestroyImage(dev->dev, renderer->dummy3d_image, NULL);
vkFreeMemory(dev->dev, renderer->dummy3d_mem, NULL);
vkDestroySemaphore(dev->dev, renderer->timeline_semaphore, NULL);
vkDestroyPipelineLayout(dev->dev, renderer->output_pipe_layout, NULL);
vkDestroyDescriptorSetLayout(dev->dev, renderer->output_ds_srgb_layout, NULL);
@ -1987,105 +1983,6 @@ struct wlr_vk_pipeline_layout *get_or_create_pipeline_layout(
}
/* The fragment shader for the blend->image subpass can be configured to either
* use or not a sampler3d lookup table; however, even if the shader does not use
* the sampler, a valid descriptor set should be bound. Create that here, linked to
* a 1x1x1 image.
*/
static bool init_dummy_images(struct wlr_vk_renderer *renderer) {
VkResult res;
VkDevice dev = renderer->dev->dev;
VkFormat format = VK_FORMAT_R32G32B32A32_SFLOAT;
VkImageCreateInfo img_info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_3D,
.format = format,
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.extent = (VkExtent3D) { 1, 1, 1 },
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_SAMPLED_BIT,
};
res = vkCreateImage(dev, &img_info, NULL, &renderer->dummy3d_image);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateImage failed", res);
return false;
}
VkMemoryRequirements mem_reqs = {0};
vkGetImageMemoryRequirements(dev, renderer->dummy3d_image, &mem_reqs);
int mem_type_index = vulkan_find_mem_type(renderer->dev,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, mem_reqs.memoryTypeBits);
if (mem_type_index == -1) {
wlr_log(WLR_ERROR, "Failed to find suitable memory type");
return false;
}
VkMemoryAllocateInfo mem_info = {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.allocationSize = mem_reqs.size,
.memoryTypeIndex = mem_type_index,
};
res = vkAllocateMemory(dev, &mem_info, NULL, &renderer->dummy3d_mem);
if (res != VK_SUCCESS) {
wlr_vk_error("vkAllocateMemory failed", res);
return false;
}
res = vkBindImageMemory(dev, renderer->dummy3d_image, renderer->dummy3d_mem, 0);
if (res != VK_SUCCESS) {
wlr_vk_error("vkBindMemory failed", res);
return false;
}
VkImageViewCreateInfo view_info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.viewType = VK_IMAGE_VIEW_TYPE_3D,
.format = format,
.components.r = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.g = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.b = VK_COMPONENT_SWIZZLE_IDENTITY,
.components.a = VK_COMPONENT_SWIZZLE_IDENTITY,
.subresourceRange = (VkImageSubresourceRange) {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
.image = renderer->dummy3d_image,
};
res = vkCreateImageView(dev, &view_info, NULL, &renderer->dummy3d_image_view);
if (res != VK_SUCCESS) {
wlr_vk_error("vkCreateImageView failed", res);
return false;
}
renderer->output_ds_lut3d_dummy_pool = vulkan_alloc_texture_ds(renderer,
renderer->output_ds_lut3d_layout, &renderer->output_ds_lut3d_dummy);
if (!renderer->output_ds_lut3d_dummy_pool) {
wlr_log(WLR_ERROR, "Failed to allocate descriptor");
return false;
}
VkDescriptorImageInfo ds_img_info = {
.imageView = renderer->dummy3d_image_view,
.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
};
VkWriteDescriptorSet ds_write = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
.dstSet = renderer->output_ds_lut3d_dummy,
.pImageInfo = &ds_img_info,
};
vkUpdateDescriptorSets(dev, 1, &ds_write, 0, NULL);
return true;
}
// Creates static render data, such as sampler, layouts and shader modules
// for the given renderer.
// Cleanup is done by destroying the renderer.
@ -2097,10 +1994,6 @@ static bool init_static_render_data(struct wlr_vk_renderer *renderer) {
return false;
}
if (!init_dummy_images(renderer)) {
return false;
}
// load vert module and tex frag module since they are needed to
// initialize the tex pipeline
VkShaderModuleCreateInfo sinfo = {