Vulkan: Improve texture barrier usage, timing and batching (#6240)
* WIP barrier batch * Add store op to image usage barrier * Dispose the barrier batch * Fix encoding? * Handle read and write on the load op barrier. Load op consumes read accesses but does not add one, as the only other operation that can read is another load. * Simplify null check * Insert barriers on program change in case stale bindings are reintroduced * Not sure how I messed this one up * Improve location of bindings barrier update This is also important for emergency deferred clear * Update src/Ryujinx.Graphics.Vulkan/BarrierBatch.cs Co-authored-by: Mary Guillemard <thog@protonmail.com> --------- Co-authored-by: Mary Guillemard <thog@protonmail.com>
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18 changed files with 442 additions and 176 deletions
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@ -634,7 +634,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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state.Texture = hostTextureRebind;
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state.ImageFormat = format;
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_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTextureRebind, format);
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_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTextureRebind, format);
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}
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continue;
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@ -692,7 +692,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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state.ImageFormat = format;
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_context.Renderer.Pipeline.SetImage(bindingInfo.Binding, hostTexture, format);
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_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTexture, format);
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}
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state.CachedTexture = texture;
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