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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riperiperi 2024-02-17 03:21:37 +00:00 committed by GitHub
parent 4218311e6a
commit 31ed061bea
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18 changed files with 442 additions and 176 deletions

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@ -935,7 +935,7 @@ namespace Ryujinx.Graphics.OpenGL
SetFrontFace(_frontFace = frontFace.Convert());
}
public void SetImage(int binding, ITexture texture, Format imageFormat)
public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
{
if ((uint)binding < SavedImages)
{