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https://github.com/skyline-emu/skyline.git
synced 2024-11-27 01:04:16 +01:00
Drop exclusiveSubpass in favour of only ending RPs when attachments change
Significantly helps Mali performance by avoiding creating an excessive number of RPs.
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@ -152,7 +152,7 @@ namespace skyline::gpu::interconnect {
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return gpu.megaBufferAllocator;
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}
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bool CommandExecutor::CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment) {
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bool CommandExecutor::CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment, bool noSubpassCreation) {
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auto addSubpass{[&] {
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renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment, gpu);
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@ -175,7 +175,12 @@ namespace skyline::gpu::interconnect {
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lastSubpassDepthStencilAttachment = depthStencilAttachment;
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}};
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if (renderPass == nullptr || renderPass->renderArea != renderArea || subpassCount >= gpu.traits.quirks.maxSubpassCount) {
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bool attachmentsMatch{ranges::equal(lastSubpassInputAttachments, inputAttachments) &&
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ranges::equal(lastSubpassColorAttachments, colorAttachments) &&
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lastSubpassDepthStencilAttachment == depthStencilAttachment};
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if (renderPass == nullptr || renderPass->renderArea != renderArea ||
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((noSubpassCreation || subpassCount >= gpu.traits.quirks.maxSubpassCount) && !attachmentsMatch)) {
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// We need to create a render pass if one doesn't already exist or the current one isn't compatible
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if (renderPass != nullptr)
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slot->nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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@ -184,9 +189,7 @@ namespace skyline::gpu::interconnect {
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subpassCount = 1;
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return false;
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} else {
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if (ranges::equal(lastSubpassInputAttachments, inputAttachments) &&
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ranges::equal(lastSubpassColorAttachments, colorAttachments) &&
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lastSubpassDepthStencilAttachment == depthStencilAttachment) {
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if (attachmentsMatch) {
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// The last subpass had the same attachments, so we can reuse them
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return false;
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} else {
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@ -285,18 +288,12 @@ namespace skyline::gpu::interconnect {
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cycle->AttachObject(dependency);
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}
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void CommandExecutor::AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment, bool exclusiveSubpass) {
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if (exclusiveSubpass)
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FinishRenderPass();
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bool gotoNext{CreateRenderPassWithSubpass(renderArea, inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr)};
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void CommandExecutor::AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment, bool noSubpassCreation) {
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bool gotoNext{CreateRenderPassWithSubpass(renderArea, inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr, noSubpassCreation)};
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if (gotoNext)
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slot->nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), std::forward<decltype(function)>(function));
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else
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slot->nodes.emplace_back(std::in_place_type_t<node::SubpassFunctionNode>(), std::forward<decltype(function)>(function));
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if (exclusiveSubpass)
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FinishRenderPass();
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}
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void CommandExecutor::AddOutsideRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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@ -127,10 +127,11 @@ namespace skyline::gpu::interconnect {
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/**
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* @brief Create a new render pass and subpass with the specified attachments, if one doesn't already exist or the current one isn't compatible
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* @param noSubpassCreation Forces creation of a renderpass when a new subpass would otherwise be created
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* @note This also checks for subpass coalescing and will merge the new subpass with the previous one when possible
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* @return If the next subpass must be started prior to issuing any commands
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*/
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bool CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment);
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bool CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> inputAttachments, span<TextureView *> colorAttachments, TextureView *depthStencilAttachment, bool noSubpassCreation = false);
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/**
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* @brief Ends a render pass if one is currently active and resets all corresponding state
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@ -218,7 +219,7 @@ namespace skyline::gpu::interconnect {
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* @param exclusiveSubpass If this subpass should be the only subpass in a render pass
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* @note Any supplied texture should be attached prior and not undergo any persistent layout transitions till execution
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*/
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void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}, bool exclusiveSubpass = false);
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void AddSubpass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)> &&function, vk::Rect2D renderArea, span<TextureView *> inputAttachments = {}, span<TextureView *> colorAttachments = {}, TextureView *depthStencilAttachment = {}, bool noSubpassCreation = false);
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/**
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* @brief Adds a subpass that clears the entirety of the specified attachment with a color value, it may utilize VK_ATTACHMENT_LOAD_OP_CLEAR for a more efficient clear when possible
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