VulkanDevice: Use vkCmdClearAttachments() to avoid render pass restart

This commit is contained in:
Stenzek 2024-04-01 18:01:17 +10:00
parent 5ec1331831
commit 41cc60e87e
No known key found for this signature in database
4 changed files with 46 additions and 9 deletions

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@ -2678,22 +2678,45 @@ void VulkanDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u
void VulkanDevice::ClearRenderTarget(GPUTexture* t, u32 c) void VulkanDevice::ClearRenderTarget(GPUTexture* t, u32 c)
{ {
GPUDevice::ClearRenderTarget(t, c); GPUDevice::ClearRenderTarget(t, c);
if (InRenderPass() && IsRenderTargetBound(t)) if (InRenderPass())
EndRenderPass(); {
const s32 idx = IsRenderTargetBoundIndex(t);
if (idx >= 0)
{
// Use an attachment clear so the render pass isn't restarted.
const VkClearAttachment ca = {VK_IMAGE_ASPECT_COLOR_BIT,
static_cast<u32>(idx),
{.color = static_cast<VulkanTexture*>(t)->GetClearColorValue()}};
const VkClearRect rc = {{{0, 0}, {t->GetWidth(), t->GetHeight()}}, 0u, 1u};
vkCmdClearAttachments(m_current_command_buffer, 1, &ca, 1, &rc);
t->SetState(GPUTexture::State::Dirty);
}
}
} }
void VulkanDevice::ClearDepth(GPUTexture* t, float d) void VulkanDevice::ClearDepth(GPUTexture* t, float d)
{ {
GPUDevice::ClearDepth(t, d); GPUDevice::ClearDepth(t, d);
if (InRenderPass() && m_current_depth_target == t) if (InRenderPass() && m_current_depth_target == t)
EndRenderPass(); {
// Use an attachment clear so the render pass isn't restarted.
const VkClearAttachment ca = {
VK_IMAGE_ASPECT_DEPTH_BIT, 0, {.depthStencil = static_cast<VulkanTexture*>(t)->GetClearDepthValue()}};
const VkClearRect rc = {{{0, 0}, {t->GetWidth(), t->GetHeight()}}, 0u, 1u};
vkCmdClearAttachments(m_current_command_buffer, 1, &ca, 1, &rc);
t->SetState(GPUTexture::State::Dirty);
}
} }
void VulkanDevice::InvalidateRenderTarget(GPUTexture* t) void VulkanDevice::InvalidateRenderTarget(GPUTexture* t)
{ {
GPUDevice::InvalidateRenderTarget(t); GPUDevice::InvalidateRenderTarget(t);
if (InRenderPass() && (t->IsRenderTarget() ? IsRenderTargetBound(t) : (m_current_depth_target == t))) if (InRenderPass() && (t->IsRenderTarget() ? (IsRenderTargetBoundIndex(t) >= 0) : (m_current_depth_target == t)))
EndRenderPass(); {
// Invalidate includes leaving whatever's in the current buffer.
GL_INS_FMT("Invalidating current {}", t->IsRenderTarget() ? "RT" : "DS");
t->SetState(GPUTexture::State::Dirty);
}
} }
bool VulkanDevice::CreateBuffers() bool VulkanDevice::CreateBuffers()
@ -3462,15 +3485,15 @@ void VulkanDevice::InvalidateCachedState()
m_current_pipeline = nullptr; m_current_pipeline = nullptr;
} }
bool VulkanDevice::IsRenderTargetBound(const GPUTexture* tex) const s32 VulkanDevice::IsRenderTargetBoundIndex(const GPUTexture* tex) const
{ {
for (u32 i = 0; i < m_num_current_render_targets; i++) for (u32 i = 0; i < m_num_current_render_targets; i++)
{ {
if (m_current_render_targets[i] == tex) if (m_current_render_targets[i] == tex)
return true; return static_cast<s32>(i);
} }
return false; return -1;
} }
VkPipelineLayout VulkanDevice::GetCurrentVkPipelineLayout() const VkPipelineLayout VulkanDevice::GetCurrentVkPipelineLayout() const

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@ -348,7 +348,7 @@ private:
/// Set dirty flags on everything to force re-bind at next draw time. /// Set dirty flags on everything to force re-bind at next draw time.
void InvalidateCachedState(); void InvalidateCachedState();
bool IsRenderTargetBound(const GPUTexture* tex) const; s32 IsRenderTargetBoundIndex(const GPUTexture* tex) const;
/// Applies any changed state. /// Applies any changed state.
VkPipelineLayout GetCurrentVkPipelineLayout() const; VkPipelineLayout GetCurrentVkPipelineLayout() const;

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@ -212,6 +212,18 @@ VkImageLayout VulkanTexture::GetVkLayout() const
return GetVkImageLayout(m_layout); return GetVkImageLayout(m_layout);
} }
VkClearColorValue VulkanTexture::GetClearColorValue() const
{
VkClearColorValue ccv;
std::memcpy(ccv.float32, GetUNormClearColor().data(), sizeof(ccv.float32));
return ccv;
}
VkClearDepthStencilValue VulkanTexture::GetClearDepthValue() const
{
return VkClearDepthStencilValue{m_clear_value.depth, 0u};
}
VkCommandBuffer VulkanTexture::GetCommandBufferForUpdate() VkCommandBuffer VulkanTexture::GetCommandBufferForUpdate()
{ {
VulkanDevice& dev = VulkanDevice::GetInstance(); VulkanDevice& dev = VulkanDevice::GetInstance();

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@ -47,6 +47,8 @@ public:
ALWAYS_INLINE VkFormat GetVkFormat() const { return m_vk_format; } ALWAYS_INLINE VkFormat GetVkFormat() const { return m_vk_format; }
VkImageLayout GetVkLayout() const; VkImageLayout GetVkLayout() const;
VkClearColorValue GetClearColorValue() const;
VkClearDepthStencilValue GetClearDepthValue() const;
bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override; bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override; bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;