Vulkan: Transition texture cache entries before usage
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@ -152,9 +152,19 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, con
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u32 aligned_width, u32 aligned_height, u32 row_stride,
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const u8* palette, TlutFormat palette_format)
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{
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m_texture_converter->DecodeTexture(static_cast<TCacheEntry*>(entry), dst_level, data, data_size,
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format, width, height, aligned_width, aligned_height,
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row_stride, palette, palette_format);
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// Group compute shader dispatches together in the init command buffer. That way we don't have to
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// pay a penalty for switching from graphics->compute, or end/restart our render pass.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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m_texture_converter->DecodeTexture(command_buffer, static_cast<TCacheEntry*>(entry), dst_level,
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data, data_size, format, width, height, aligned_width,
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aligned_height, row_stride, palette, palette_format);
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// Last mip level? Ensure the texture is ready for use.
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if (dst_level == (entry->config.levels - 1))
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{
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static_cast<TCacheEntry*>(entry)->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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void TextureCache::CopyTextureRectangle(TCacheEntry* dst_texture,
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@ -207,7 +217,8 @@ void TextureCache::ScaleTextureRectangle(TCacheEntry* dst_texture,
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_assert_msg_(VIDEO, dst_texture->config.rendertarget,
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"Destination texture for partial copy is not a rendertarget");
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// Render pass expects dst_texture to be in SHADER_READ_ONLY state.
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// Render pass expects dst_texture to be in COLOR_ATTACHMENT_OPTIMAL state.
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// src_texture should already be in SHADER_READ_ONLY state, but transition in case (XFB).
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src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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@ -363,8 +374,9 @@ void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_l
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// should insert an explicit pipeline barrier just in case (done by TransitionToLayout).
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//
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// We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state.
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// This is so that the remaining mip levels can be uploaded without barriers, and then when the
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// texture is used, it can be transitioned to SHADER_READ_ONLY (see TCacheEntry::Bind).
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// When the last mip level is uploaded, we transition to SHADER_READ_ONLY, ready for use. This is
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// because we can't transition in a render pass, and we don't necessarily know when this texture
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// is going to be used.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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@ -430,6 +442,13 @@ void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_l
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vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), upload_buffer,
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m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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&image_copy);
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// Last mip level? We shouldn't be doing any further uploads now, so transition for rendering.
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if (level == (config.levels - 1))
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{
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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}
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void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect,
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@ -497,7 +516,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRe
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// Transition the EFB back to its original layout.
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src_texture->TransitionToLayout(command_buffer, original_layout);
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// Render pass transitions texture to SHADER_READ_ONLY.
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// Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
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m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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@ -518,8 +537,9 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase*
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void TextureCache::TCacheEntry::Bind(unsigned int stage)
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{
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Texture should always be in SHADER_READ_ONLY layout prior to use.
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// This is so we don't need to transition during render passes.
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_assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
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}
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@ -416,7 +416,8 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TlutFormat
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return true;
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}
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void TextureConverter::DecodeTexture(TextureCache::TCacheEntry* entry, u32 dst_level,
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void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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TextureCache::TCacheEntry* entry, u32 dst_level,
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const u8* data, size_t data_size, TextureFormat format,
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u32 width, u32 height, u32 aligned_width, u32 aligned_height,
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u32 row_stride, const u8* palette, TlutFormat palette_format)
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@ -498,11 +499,6 @@ void TextureConverter::DecodeTexture(TextureCache::TCacheEntry* entry, u32 dst_l
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break;
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}
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// Place compute shader dispatches together in the init command buffer.
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// That way we don't have to pay a penalty for switching from graphics->compute,
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// or end/restart our render pass.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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// Dispatch compute to temporary texture.
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ComputeShaderDispatcher dispatcher(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
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@ -49,10 +49,10 @@ public:
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u32 src_width, u32 src_stride, u32 src_height);
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bool SupportsTextureDecoding(TextureFormat format, TlutFormat palette_format);
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void DecodeTexture(TextureCache::TCacheEntry* entry, u32 dst_level, const u8* data,
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size_t data_size, TextureFormat format, u32 width, u32 height,
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u32 aligned_width, u32 aligned_height, u32 row_stride, const u8* palette,
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TlutFormat palette_format);
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void DecodeTexture(VkCommandBuffer command_buffer, TextureCache::TCacheEntry* entry,
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u32 dst_level, const u8* data, size_t data_size, TextureFormat format,
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u32 width, u32 height, u32 aligned_width, u32 aligned_height, u32 row_stride,
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const u8* palette, TlutFormat palette_format);
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private:
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static const u32 ENCODING_TEXTURE_WIDTH = EFB_WIDTH * 4;
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