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

@ -9,21 +9,16 @@ namespace Ryujinx.Graphics.Vulkan
{
}
public void SetRenderTarget(Auto<DisposableImageView> view, uint width, uint height, bool isDepthStencil, VkFormat format)
public void SetRenderTarget(TextureView view, uint width, uint height)
{
SetRenderTarget(view, width, height, 1u, isDepthStencil, format);
}
public void SetRenderTarget(Auto<DisposableImageView> view, uint width, uint height, uint samples, bool isDepthStencil, VkFormat format)
{
CreateFramebuffer(view, width, height, samples, isDepthStencil, format);
CreateFramebuffer(view, width, height);
CreateRenderPass();
SignalStateChange();
}
private void CreateFramebuffer(Auto<DisposableImageView> view, uint width, uint height, uint samples, bool isDepthStencil, VkFormat format)
private void CreateFramebuffer(TextureView view, uint width, uint height)
{
FramebufferParams = new FramebufferParams(Device, view, width, height, samples, isDepthStencil, format);
FramebufferParams = new FramebufferParams(Device, view, width, height);
UpdatePipelineAttachmentFormats();
}