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)
{
GPUDevice::ClearRenderTarget(t, c);
if (InRenderPass() && IsRenderTargetBound(t))
EndRenderPass();
if (InRenderPass())
{
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)
{
GPUDevice::ClearDepth(t, d);
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)
{
GPUDevice::InvalidateRenderTarget(t);
if (InRenderPass() && (t->IsRenderTarget() ? IsRenderTargetBound(t) : (m_current_depth_target == t)))
EndRenderPass();
if (InRenderPass() && (t->IsRenderTarget() ? (IsRenderTargetBoundIndex(t) >= 0) : (m_current_depth_target == t)))
{
// 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()
@ -3462,15 +3485,15 @@ void VulkanDevice::InvalidateCachedState()
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++)
{
if (m_current_render_targets[i] == tex)
return true;
return static_cast<s32>(i);
}
return false;
return -1;
}
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.
void InvalidateCachedState();
bool IsRenderTargetBound(const GPUTexture* tex) const;
s32 IsRenderTargetBoundIndex(const GPUTexture* tex) const;
/// Applies any changed state.
VkPipelineLayout GetCurrentVkPipelineLayout() const;

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@ -212,6 +212,18 @@ VkImageLayout VulkanTexture::GetVkLayout() const
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()
{
VulkanDevice& dev = VulkanDevice::GetInstance();

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@ -47,6 +47,8 @@ public:
ALWAYS_INLINE VkFormat GetVkFormat() const { return m_vk_format; }
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 Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;