GS/Vulkan: Work around NVIDIA attachment clear bug

This commit is contained in:
Stenzek 2024-03-09 18:33:42 +10:00 committed by Connor McLaughlin
parent 36278b6aae
commit b16bb14c58
1 changed files with 64 additions and 26 deletions

View File

@ -3463,38 +3463,76 @@ void GSDeviceVK::OMSetRenderTargets(
{
// Framebuffer unchanged, but check for clears
// Use an attachment clear to wipe it out without restarting the render pass
std::array<VkClearAttachment, 2> cas;
u32 num_ca = 0;
if (vkRt && vkRt->GetState() != GSTexture::State::Dirty)
if (IsDeviceNVIDIA())
{
if (vkRt->GetState() == GSTexture::State::Cleared)
// Using vkCmdClearAttachments() within a render pass on NVIDIA seems to cause dependency issues
// between draws that are testing depth which precede it. The result is flickering where Z tests
// should be failing. Breaking/restarting the render pass isn't enough to work around the bug,
// it needs an explicit pipeline barrier.
if (vkRt && vkRt->GetState() != GSTexture::State::Dirty)
{
VkClearAttachment& ca = cas[num_ca++];
ca.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ca.colorAttachment = 0;
GSVector4::store<false>(ca.clearValue.color.float32, vkRt->GetUNormClearColor());
if (vkRt->GetState() == GSTexture::State::Cleared)
{
EndRenderPass();
vkRt->TransitionSubresourcesToLayout(GetCurrentCommandBuffer(), 0, 1,
vkRt->GetLayout(), vkRt->GetLayout());
}
else
{
// Invalidated -> Dirty.
vkRt->SetState(GSTexture::State::Dirty);
}
}
if (vkDs && vkDs->GetState() != GSTexture::State::Dirty)
{
if (vkDs->GetState() == GSTexture::State::Cleared)
{
EndRenderPass();
vkDs->TransitionSubresourcesToLayout(GetCurrentCommandBuffer(), 0, 1,
vkDs->GetLayout(), vkDs->GetLayout());
}
else
{
// Invalidated -> Dirty.
vkDs->SetState(GSTexture::State::Dirty);
}
}
}
else
{
std::array<VkClearAttachment, 2> cas;
u32 num_ca = 0;
if (vkRt && vkRt->GetState() != GSTexture::State::Dirty)
{
if (vkRt->GetState() == GSTexture::State::Cleared)
{
VkClearAttachment& ca = cas[num_ca++];
ca.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ca.colorAttachment = 0;
GSVector4::store<false>(ca.clearValue.color.float32, vkRt->GetUNormClearColor());
}
vkRt->SetState(GSTexture::State::Dirty);
}
if (vkDs && vkDs->GetState() != GSTexture::State::Dirty)
{
if (vkDs->GetState() == GSTexture::State::Cleared)
{
VkClearAttachment& ca = cas[num_ca++];
ca.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ca.colorAttachment = 1;
ca.clearValue.depthStencil = {vkDs->GetClearDepth()};
}
vkDs->SetState(GSTexture::State::Dirty);
}
vkRt->SetState(GSTexture::State::Dirty);
}
if (vkDs && vkDs->GetState() != GSTexture::State::Dirty)
{
if (vkDs->GetState() == GSTexture::State::Cleared)
if (num_ca > 0)
{
VkClearAttachment& ca = cas[num_ca++];
ca.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ca.colorAttachment = 1;
ca.clearValue.depthStencil = {vkDs->GetClearDepth()};
const GSVector2i size = vkRt ? vkRt->GetSize() : vkDs->GetSize();
const VkClearRect cr = {{{0, 0}, {static_cast<u32>(size.x), static_cast<u32>(size.y)}}, 0u, 1u};
vkCmdClearAttachments(GetCurrentCommandBuffer(), num_ca, cas.data(), 1, &cr);
}
vkDs->SetState(GSTexture::State::Dirty);
}
if (num_ca > 0)
{
const GSVector2i size = vkRt ? vkRt->GetSize() : vkDs->GetSize();
const VkClearRect cr = {{{0, 0}, {static_cast<u32>(size.x), static_cast<u32>(size.y)}}, 0u, 1u};
vkCmdClearAttachments(GetCurrentCommandBuffer(), num_ca, cas.data(), 1, &cr);
}
}