Vulkan: Transition EFB/XFB buffers before beginning swap render pass
Image layouts shouldn't be changed within a render pass.
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@ -331,6 +331,10 @@ void Renderer::BeginFrame()
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// Activate a new command list, and restore state ready for the next draw
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// Activate a new command list, and restore state ready for the next draw
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g_command_buffer_mgr->ActivateCommandBuffer();
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g_command_buffer_mgr->ActivateCommandBuffer();
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// Restore the EFB color texture to color attachment ready for rendering the next frame.
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FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Ensure that the state tracker rebinds everything, and allocates a new set
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// Ensure that the state tracker rebinds everything, and allocates a new set
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// of descriptors out of the next pool.
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// of descriptors out of the next pool.
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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@ -518,8 +522,7 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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// If MSAA is enabled, and we're not using XFB, we need to resolve the EFB framebuffer before
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// If MSAA is enabled, and we're not using XFB, we need to resolve the EFB framebuffer before
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// rendering the final image to the screen, or dumping the frame. This is because we can't resolve
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// rendering the final image to the screen, or dumping the frame. This is because we can't resolve
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// an image within a render pass, which will have already started by the time it is used.
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// an image within a render pass, which will have already started by the time it is used.
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if (g_ActiveConfig.iMultisamples > 1 && !g_ActiveConfig.bUseXFB)
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TransitionBuffersForSwap(scaled_efb_rect, xfb_sources, xfb_count);
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ResolveEFBForSwap(scaled_efb_rect);
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// Render the frame dump image if enabled.
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// Render the frame dump image if enabled.
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if (IsFrameDumping())
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if (IsFrameDumping())
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@ -590,16 +593,44 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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TextureCache::GetInstance()->Cleanup(frameCount);
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TextureCache::GetInstance()->Cleanup(frameCount);
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}
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}
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void Renderer::ResolveEFBForSwap(const TargetRectangle& scaled_rect)
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void Renderer::TransitionBuffersForSwap(const TargetRectangle& scaled_rect,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count)
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{
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{
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// While the source rect can be out-of-range when drawing, the resolve rectangle must be within
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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// the bounds of the texture.
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VkRect2D region = {
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if (!g_ActiveConfig.bUseXFB)
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{scaled_rect.left, scaled_rect.top},
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{
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{static_cast<u32>(scaled_rect.GetWidth()), static_cast<u32>(scaled_rect.GetHeight())}};
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// Drawing EFB direct.
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region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
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if (g_ActiveConfig.iMultisamples > 1)
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FramebufferManager::GetInstance()->GetEFBHeight());
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{
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FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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// While the source rect can be out-of-range when drawing, the resolve rectangle must be
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// within the bounds of the texture.
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VkRect2D region = {
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{scaled_rect.left, scaled_rect.top},
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{static_cast<u32>(scaled_rect.GetWidth()), static_cast<u32>(scaled_rect.GetHeight())}};
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region = Util::ClampRect2D(region, FramebufferManager::GetInstance()->GetEFBWidth(),
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FramebufferManager::GetInstance()->GetEFBHeight());
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Vulkan::Texture2D* rtex = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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rtex->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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else
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{
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FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
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command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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return;
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}
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// Drawing XFB sources, so transition all of them.
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// Don't need the EFB, so leave it as-is.
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for (u32 i = 0; i < xfb_count; i++)
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{
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const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
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xfb_source->GetTexture()->GetTexture()->TransitionToLayout(
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command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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}
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void Renderer::DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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void Renderer::DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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@ -624,18 +655,9 @@ void Renderer::DrawEFB(VkRenderPass render_pass, const TargetRectangle& target_r
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g_ActiveConfig.iMultisamples > 1 ?
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g_ActiveConfig.iMultisamples > 1 ?
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FramebufferManager::GetInstance()->GetResolvedEFBColorTexture() :
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FramebufferManager::GetInstance()->GetResolvedEFBColorTexture() :
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FramebufferManager::GetInstance()->GetEFBColorTexture();
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FramebufferManager::GetInstance()->GetEFBColorTexture();
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efb_color_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Copy EFB -> backbuffer
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// Copy EFB -> backbuffer
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BlitScreen(render_pass, target_rect, scaled_efb_rect, efb_color_texture);
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BlitScreen(render_pass, target_rect, scaled_efb_rect, efb_color_texture);
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// Restore the EFB color texture to color attachment ready for rendering the next frame.
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if (efb_color_texture == FramebufferManager::GetInstance()->GetEFBColorTexture())
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{
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FramebufferManager::GetInstance()->GetEFBColorTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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}
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}
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void Renderer::DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
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void Renderer::DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& target_rect,
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@ -645,9 +667,6 @@ void Renderer::DrawVirtualXFB(VkRenderPass render_pass, const TargetRectangle& t
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for (u32 i = 0; i < xfb_count; ++i)
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for (u32 i = 0; i < xfb_count; ++i)
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{
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{
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const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
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const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
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xfb_source->GetTexture()->GetTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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TargetRectangle source_rect = xfb_source->sourceRc;
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TargetRectangle source_rect = xfb_source->sourceRc;
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TargetRectangle draw_rect;
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TargetRectangle draw_rect;
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@ -681,9 +700,6 @@ void Renderer::DrawRealXFB(VkRenderPass render_pass, const TargetRectangle& targ
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for (u32 i = 0; i < xfb_count; ++i)
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for (u32 i = 0; i < xfb_count; ++i)
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{
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{
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const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
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const XFBSource* xfb_source = static_cast<const XFBSource*>(xfb_sources[i]);
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xfb_source->GetTexture()->GetTexture()->TransitionToLayout(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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TargetRectangle source_rect = xfb_source->sourceRc;
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TargetRectangle source_rect = xfb_source->sourceRc;
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TargetRectangle draw_rect = target_rect;
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TargetRectangle draw_rect = target_rect;
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source_rect.right -= fb_stride - fb_width;
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source_rect.right -= fb_stride - fb_width;
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@ -87,7 +87,10 @@ private:
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bool CompileShaders();
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bool CompileShaders();
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void DestroyShaders();
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void DestroyShaders();
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void ResolveEFBForSwap(const TargetRectangle& scaled_rect);
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// Transitions EFB/XFB buffers to SHADER_READ_ONLY, ready for presenting/dumping.
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// If MSAA is enabled, and XFB is disabled, also resolves the EFB buffer.
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void TransitionBuffersForSwap(const TargetRectangle& scaled_rect,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count);
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// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
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// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
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void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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