Vulkan: Add Render Pass / Framebuffer Cache (#6182)

* Vulkan: Add Render Pass / Framebuffer Cache

Cache is owned by each texture view.

- Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage.

* Clear up limited use of alternate TextureView constructor

* Formatting and messages

* More formatting and messages

I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it

* Self review, change GetFramebuffer to GetPassAndFramebuffer

* Avoid allocations on Remove for HashTableSlim

* Member can be readonly

* Generate texture create info for swapchain images

* Improve hashcode

* Remove format, samples, size and isDepthStencil when possible

Tested in a number of games, seems fine.

* Removed load op barriers

These can be introduced later.

* Reintroduce UpdateModifications

Technically meant to be replaced by load op stuff.
This commit is contained in:
riperiperi 2024-01-31 22:49:50 +00:00 committed by GitHub
parent d1b30fbe08
commit c94f0fbb83
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
12 changed files with 515 additions and 234 deletions

View file

@ -257,7 +257,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
scissors[0] = new Rectangle<int>(0, 0, texture.Width, texture.Height);
_pipeline.SetRenderTarget(texture.GetImageViewForAttachment(), (uint)texture.Width, (uint)texture.Height, false, texture.VkFormat);
_pipeline.SetRenderTarget(texture, (uint)texture.Width, (uint)texture.Height);
_pipeline.SetRenderTargetColorMasks(colorMasks);
_pipeline.SetScissors(scissors);
_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));