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Don't break RPs on view pointer changes
Sometimes view pointers may change despite the underlying Vulkan image view not actually changing, so use vk::ImageViews for tracking to keep RP breaks to a minimum.
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a02e1a2536
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@ -275,34 +275,26 @@ namespace skyline::gpu::interconnect {
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allocator = &slot->allocator;
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}
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static bool ViewsEqual(vk::ImageView a, TextureView *b) {
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return (!a && !b) || (a && b && b->GetView() == a);
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}
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bool CommandExecutor::CreateRenderPassWithSubpass(vk::Rect2D renderArea, span<TextureView *> sampledImages, 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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lastSubpassColorAttachments.clear();
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lastSubpassInputAttachments.clear();
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lastSubpassAttachments.clear();
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auto insertAttachmentRange{[this](auto &attachments) -> std::pair<size_t, size_t> {
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size_t beginIndex{lastSubpassAttachments.size()};
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lastSubpassAttachments.insert(lastSubpassAttachments.end(), attachments.begin(), attachments.end());
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return {beginIndex, attachments.size()};
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}};
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auto rangeToSpan{[this](auto &range) -> span<TextureView *> {
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return {lastSubpassAttachments.data() + range.first, range.second};
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}};
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auto inputAttachmentRange{insertAttachmentRange(inputAttachments)};
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auto colorAttachmentRange{insertAttachmentRange(colorAttachments)};
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lastSubpassInputAttachments = rangeToSpan(inputAttachmentRange);
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lastSubpassColorAttachments = rangeToSpan(colorAttachmentRange);
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lastSubpassDepthStencilAttachment = depthStencilAttachment;
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ranges::transform(colorAttachments, std::back_inserter(lastSubpassColorAttachments), [](TextureView *view){ return view ? view->GetView() : vk::ImageView{};});
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ranges::transform(inputAttachments, std::back_inserter(lastSubpassInputAttachments), [](TextureView *view){ return view ? view->GetView() : vk::ImageView{};});
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lastSubpassDepthStencilAttachment = depthStencilAttachment ? depthStencilAttachment->GetView() : vk::ImageView{};
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}};
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span<TextureView *> depthStencilAttachmentSpan{depthStencilAttachment ? span<TextureView *>(depthStencilAttachment) : span<TextureView *>()};
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auto outputAttachmentViews{ranges::views::concat(colorAttachments, depthStencilAttachmentSpan)};
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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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bool attachmentsMatch{std::equal(lastSubpassInputAttachments.begin(), lastSubpassInputAttachments.end(), inputAttachments.begin(), inputAttachments.end(), ViewsEqual) &&
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std::equal(lastSubpassColorAttachments.begin(), lastSubpassColorAttachments.end(), colorAttachments.begin(), colorAttachments.end(), ViewsEqual) &&
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ViewsEqual(lastSubpassDepthStencilAttachment, depthStencilAttachment)};
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bool splitRenderPass{renderPass == nullptr || renderPass->renderArea != renderArea || !attachmentsMatch ||
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!ranges::all_of(outputAttachmentViews, [this] (auto view) { return !view || view->texture->ValidateRenderPassUsage(renderPassIndex, texture::RenderPassUsage::RenderTarget); }) ||
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@ -343,10 +335,9 @@ namespace skyline::gpu::interconnect {
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renderPass = nullptr;
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subpassCount = 0;
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lastSubpassAttachments.clear();
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lastSubpassInputAttachments = nullptr;
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lastSubpassColorAttachments = nullptr;
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lastSubpassDepthStencilAttachment = nullptr;
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lastSubpassInputAttachments.clear();
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lastSubpassColorAttachments.clear();
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lastSubpassDepthStencilAttachment = vk::ImageView{};
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}
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}
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@ -175,10 +175,9 @@ namespace skyline::gpu::interconnect {
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std::vector<LockedBuffer> attachedBuffers; //!< All textures that are attached to the current execution
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std::vector<TextureView *> lastSubpassAttachments; //!< The storage backing for attachments used in the last subpass
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span<TextureView *> lastSubpassInputAttachments; //!< The set of input attachments used in the last subpass
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span<TextureView *> lastSubpassColorAttachments; //!< The set of color attachments used in the last subpass
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TextureView *lastSubpassDepthStencilAttachment{}; //!< The depth stencil attachment used in the last subpass
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std::vector<vk::ImageView> lastSubpassInputAttachments; //!< The set of input attachments used in the last subpass
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std::vector<vk::ImageView> lastSubpassColorAttachments; //!< The set of color attachments used in the last subpass
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vk::ImageView lastSubpassDepthStencilAttachment{}; //!< The depth stencil attachment used in the last subpass
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std::vector<std::function<void()>> flushCallbacks; //!< Set of persistent callbacks that will be called at the start of Execute in order to flush data required for recording
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std::vector<std::function<void()>> pipelineChangeCallbacks; //!< Set of persistent callbacks that will be called after any non-Maxwell 3D engine changes the active pipeline
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