renderer_vulkan: barrier attachment feedback loops
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f82efe9f65
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8758932031
6 changed files with 51 additions and 1 deletions
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@ -481,12 +481,13 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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if constexpr (Spec::enabled_stages[4]) {
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prepare_stage(4);
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}
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texture_cache.UpdateRenderTargets(false);
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texture_cache.CheckFeedbackLoop(views);
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ConfigureDraw(rescaling, render_area);
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}
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void GraphicsPipeline::ConfigureDraw(const RescalingPushConstant& rescaling,
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const RenderAreaPushConstant& render_area) {
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texture_cache.UpdateRenderTargets(false);
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scheduler.RequestRenderpass(texture_cache.GetFramebuffer());
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if (!is_built.load(std::memory_order::relaxed)) {
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@ -861,6 +861,10 @@ VkBuffer TextureCacheRuntime::GetTemporaryBuffer(size_t needed_size) {
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return *buffers[level];
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}
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void TextureCacheRuntime::BarrierFeedbackLoop() {
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scheduler.RequestOutsideRenderPassOperationContext();
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}
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void TextureCacheRuntime::ReinterpretImage(Image& dst, Image& src,
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std::span<const VideoCommon::ImageCopy> copies) {
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std::vector<VkBufferImageCopy> vk_in_copies(copies.size());
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@ -103,6 +103,8 @@ public:
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[[nodiscard]] VkBuffer GetTemporaryBuffer(size_t needed_size);
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void BarrierFeedbackLoop();
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const Device& device;
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Scheduler& scheduler;
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MemoryAllocator& memory_allocator;
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