try moving layout transition into render pass

Evan Hemsley 2024-01-11 10:46:40 -08:00 committed by cosmonaut
parent b72b0b5fde
commit 425694ede5
1 changed files with 30 additions and 42 deletions

View File

@ -5956,6 +5956,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
VkAttachmentReference depthStencilAttachmentReference; VkAttachmentReference depthStencilAttachmentReference;
VkRenderPassCreateInfo renderPassCreateInfo; VkRenderPassCreateInfo renderPassCreateInfo;
VkSubpassDescription subpass; VkSubpassDescription subpass;
VkImageLayout finalLayout;
VkRenderPass renderPass; VkRenderPass renderPass;
uint32_t i; uint32_t i;
@ -5970,6 +5971,19 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
{ {
texture = ((VulkanTextureContainer*) colorAttachmentInfos[i].texture)->vulkanTexture; texture = ((VulkanTextureContainer*) colorAttachmentInfos[i].texture)->vulkanTexture;
if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
{
finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
else if (texture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT)
{
finalLayout = VK_IMAGE_LAYOUT_GENERAL;
}
else
{
finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
if (texture->msaaTex != NULL) if (texture->msaaTex != NULL)
{ {
msaaTexture = texture->msaaTex; msaaTexture = texture->msaaTex;
@ -6008,7 +6022,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
attachmentDescriptions[attachmentDescriptionCount].initialLayout = attachmentDescriptions[attachmentDescriptionCount].initialLayout =
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentDescriptions[attachmentDescriptionCount].finalLayout = attachmentDescriptions[attachmentDescriptionCount].finalLayout =
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; finalLayout;
resolveReferences[resolveReferenceCount].attachment = resolveReferences[resolveReferenceCount].attachment =
attachmentDescriptionCount; attachmentDescriptionCount;
@ -6064,7 +6078,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
attachmentDescriptions[attachmentDescriptionCount].initialLayout = attachmentDescriptions[attachmentDescriptionCount].initialLayout =
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentDescriptions[attachmentDescriptionCount].finalLayout = attachmentDescriptions[attachmentDescriptionCount].finalLayout =
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; finalLayout;
colorAttachmentReferences[colorAttachmentReferenceCount].attachment = attachmentDescriptionCount; colorAttachmentReferences[colorAttachmentReferenceCount].attachment = attachmentDescriptionCount;
@ -6093,6 +6107,15 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
{ {
texture = ((VulkanTextureContainer*) depthStencilAttachmentInfo->texture)->vulkanTexture; texture = ((VulkanTextureContainer*) depthStencilAttachmentInfo->texture)->vulkanTexture;
if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
{
finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
else
{
finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
attachmentDescriptions[attachmentDescriptionCount].flags = 0; attachmentDescriptions[attachmentDescriptionCount].flags = 0;
attachmentDescriptions[attachmentDescriptionCount].format = texture->format; attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
attachmentDescriptions[attachmentDescriptionCount].samples = RefreshToVK_SampleCount[ attachmentDescriptions[attachmentDescriptionCount].samples = RefreshToVK_SampleCount[
@ -6113,7 +6136,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
attachmentDescriptions[attachmentDescriptionCount].initialLayout = attachmentDescriptions[attachmentDescriptionCount].initialLayout =
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachmentDescriptions[attachmentDescriptionCount].finalLayout = attachmentDescriptions[attachmentDescriptionCount].finalLayout =
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; finalLayout;
depthStencilAttachmentReference.attachment = depthStencilAttachmentReference.attachment =
attachmentDescriptionCount; attachmentDescriptionCount;
@ -6182,6 +6205,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
uint32_t resolveReferenceCount = 0; uint32_t resolveReferenceCount = 0;
uint32_t i; uint32_t i;
/* Note: Render pass compatibility does not compare about layout */
for (i = 0; i < attachmentInfo.colorAttachmentCount; i += 1) for (i = 0; i < attachmentInfo.colorAttachmentCount; i += 1)
{ {
attachmentDescription = attachmentInfo.colorAttachmentDescriptions[i]; attachmentDescription = attachmentInfo.colorAttachmentDescriptions[i];
@ -9026,35 +9050,11 @@ static void VULKAN_EndRenderPass(
if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT) if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
{ {
VULKAN_INTERNAL_ImageMemoryBarrier( currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
renderer,
vulkanCommandBuffer->commandBuffer,
RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
currentTexture->aspectFlags,
0,
currentTexture->layerCount,
0,
currentTexture->levelCount,
0,
currentTexture->image,
&currentTexture->resourceAccessType
);
} }
else if (currentTexture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT) else if (currentTexture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT)
{ {
VULKAN_INTERNAL_ImageMemoryBarrier( currentTexture->resourceAccessType = RESOURCE_ACCESS_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE;
renderer,
vulkanCommandBuffer->commandBuffer,
RESOURCE_ACCESS_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE,
currentTexture->aspectFlags,
0,
currentTexture->layerCount,
0,
currentTexture->levelCount,
0,
currentTexture->image,
&currentTexture->resourceAccessType
);
} }
} }
vulkanCommandBuffer->renderPassColorTargetCount = 0; vulkanCommandBuffer->renderPassColorTargetCount = 0;
@ -9065,19 +9065,7 @@ static void VULKAN_EndRenderPass(
if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT) if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
{ {
VULKAN_INTERNAL_ImageMemoryBarrier( currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
renderer,
vulkanCommandBuffer->commandBuffer,
RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
currentTexture->aspectFlags,
0,
currentTexture->layerCount,
0,
currentTexture->levelCount,
0,
currentTexture->image,
&currentTexture->resourceAccessType
);
} }
} }
vulkanCommandBuffer->renderPassDepthTexture = NULL; vulkanCommandBuffer->renderPassDepthTexture = NULL;