We now do certain image layout transitions in the render pass instead of a barrier in EndRenderPass. There is also an additional barrier on buffer uploads to prevent write-after-write hazard. It's a kludge on the fact that we're only tracking the most recent resource access. Reviewed-on: #49
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7297eba889
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b60c58b1bc
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@ -1,4 +1,4 @@
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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@ -561,8 +561,8 @@ static const VulkanResourceAccessInfo AccessMap[RESOURCE_ACCESS_TYPES_COUNT] =
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/* RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE */
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{
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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},
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@ -1015,6 +1015,7 @@ typedef struct RenderPassHash
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uint32_t colorAttachmentCount;
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RenderPassDepthStencilTargetDescription depthStencilTargetDescription;
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Refresh_SampleCount colorAttachmentSampleCount;
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VkImageLayout finalLayout;
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} RenderPassHash;
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typedef struct RenderPassHashMap
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@ -1046,6 +1047,11 @@ static inline uint8_t RenderPassHash_Compare(
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return 0;
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}
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if (a->finalLayout != b->finalLayout)
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{
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return 0;
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}
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for (i = 0; i < a->colorAttachmentCount; i += 1)
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{
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if (a->colorTargetDescriptions[i].format != b->colorTargetDescriptions[i].format)
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@ -5955,6 +5961,41 @@ static VulkanRenderTarget* VULKAN_INTERNAL_FetchRenderTarget(
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return renderTarget;
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}
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static VkImageLayout VULKAN_INTERNAL_GetRenderPassFinalLayout(
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VulkanTexture *texture
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) {
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VkImageLayout finalLayout;
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if (IsDepthFormat(texture->format))
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{
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if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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else
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{
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finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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}
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else
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{
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if (texture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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else if (texture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT)
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{
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finalLayout = VK_IMAGE_LAYOUT_GENERAL;
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}
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else
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{
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finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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}
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return finalLayout;
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}
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static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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VulkanRenderer *renderer,
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VulkanCommandBuffer *commandBuffer,
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@ -5969,6 +6010,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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VkAttachmentReference depthStencilAttachmentReference;
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VkRenderPassCreateInfo renderPassCreateInfo;
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VkSubpassDescription subpass;
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VkSubpassDependency dep[2];
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VkRenderPass renderPass;
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uint32_t i;
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@ -6021,7 +6063,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VULKAN_INTERNAL_GetRenderPassFinalLayout(texture);
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resolveReferences[resolveReferenceCount].attachment =
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attachmentDescriptionCount;
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@ -6077,8 +6119,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VULKAN_INTERNAL_GetRenderPassFinalLayout(texture);
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colorAttachmentReferences[colorAttachmentReferenceCount].attachment = attachmentDescriptionCount;
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colorAttachmentReferences[colorAttachmentReferenceCount].layout =
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@ -6126,7 +6167,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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attachmentDescriptions[attachmentDescriptionCount].initialLayout =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDescriptions[attachmentDescriptionCount].finalLayout =
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VULKAN_INTERNAL_GetRenderPassFinalLayout(texture);
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depthStencilAttachmentReference.attachment =
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attachmentDescriptionCount;
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@ -6148,6 +6189,37 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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subpass.pResolveAttachments = NULL;
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}
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const VkPipelineStageFlags graphicsStages = 0
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| VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
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| VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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| VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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;
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const VkPipelineStageFlags outsideStages = 0
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| graphicsStages
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_TRANSFER_BIT
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;
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dep[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dep[0].dstSubpass = 0;
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dep[0].srcStageMask = outsideStages;
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dep[0].dstStageMask = graphicsStages;
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dep[0].srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
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dep[0].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
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dep[0].dependencyFlags = 0;
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dep[1].srcSubpass = 0;
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dep[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dep[1].srcStageMask = graphicsStages;
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dep[1].dstStageMask = outsideStages;
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dep[1].srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
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dep[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
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dep[1].dependencyFlags = 0;
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renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassCreateInfo.pNext = NULL;
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renderPassCreateInfo.flags = 0;
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@ -6155,8 +6227,8 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
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renderPassCreateInfo.attachmentCount = attachmentDescriptionCount;
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renderPassCreateInfo.subpassCount = 1;
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renderPassCreateInfo.pSubpasses = &subpass;
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renderPassCreateInfo.dependencyCount = 0;
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renderPassCreateInfo.pDependencies = NULL;
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renderPassCreateInfo.dependencyCount = 2;
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renderPassCreateInfo.pDependencies = dep;
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vulkanResult = renderer->vkCreateRenderPass(
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renderer->logicalDevice,
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@ -6185,6 +6257,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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VkAttachmentReference depthStencilAttachmentReference;
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Refresh_ColorAttachmentDescription attachmentDescription;
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VkSubpassDescription subpass;
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VkSubpassDependency dep[2];
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VkRenderPassCreateInfo renderPassCreateInfo;
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VkRenderPass renderPass;
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VkResult result;
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@ -6195,6 +6268,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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uint32_t resolveReferenceCount = 0;
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uint32_t i;
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/* Note: Render pass compatibility does not care about layout */
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for (i = 0; i < attachmentInfo.colorAttachmentCount; i += 1)
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{
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attachmentDescription = attachmentInfo.colorAttachmentDescriptions[i];
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@ -6328,6 +6402,37 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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subpass.pResolveAttachments = NULL;
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}
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const VkPipelineStageFlags graphicsStages = 0
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| VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
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| VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
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| VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
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| VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
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| VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
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| VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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;
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const VkPipelineStageFlags outsideStages = 0
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| graphicsStages
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| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_TRANSFER_BIT
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;
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dep[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dep[0].dstSubpass = 0;
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dep[0].srcStageMask = outsideStages;
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dep[0].dstStageMask = graphicsStages;
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dep[0].srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
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dep[0].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
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dep[0].dependencyFlags = 0;
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dep[1].srcSubpass = 0;
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dep[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dep[1].srcStageMask = graphicsStages;
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dep[1].dstStageMask = outsideStages;
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dep[1].srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
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dep[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT;
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dep[1].dependencyFlags = 0;
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renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassCreateInfo.pNext = NULL;
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renderPassCreateInfo.flags = 0;
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@ -6335,8 +6440,8 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
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renderPassCreateInfo.attachmentCount = attachmentDescriptionCount;
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renderPassCreateInfo.subpassCount = 1;
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renderPassCreateInfo.pSubpasses = &subpass;
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renderPassCreateInfo.dependencyCount = 0;
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renderPassCreateInfo.pDependencies = NULL;
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renderPassCreateInfo.dependencyCount = 2;
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renderPassCreateInfo.pDependencies = dep;
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result = renderer->vkCreateRenderPass(
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renderer->logicalDevice,
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@ -7777,6 +7882,14 @@ static void VULKAN_SetBufferData(
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vulkanBuffer
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);
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// this janky call will wait for transfer writes to finish!
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VULKAN_INTERNAL_BufferMemoryBarrier(
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renderer,
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vulkanCommandBuffer->commandBuffer,
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RESOURCE_ACCESS_TRANSFER_WRITE,
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vulkanBuffer
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);
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bufferCopy.srcOffset = transferBuffer->offset;
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bufferCopy.dstOffset = offsetInBytes;
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bufferCopy.size = (VkDeviceSize) dataLength;
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@ -8481,6 +8594,8 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
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hash.depthStencilTargetDescription.stencilStoreOp = depthStencilAttachmentInfo->stencilStoreOp;
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}
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hash.finalLayout = VULKAN_INTERNAL_GetRenderPassFinalLayout(texture);
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renderPass = RenderPassHashArray_Fetch(
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&renderer->renderPassHashArray,
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&hash
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if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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vulkanCommandBuffer->commandBuffer,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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currentTexture->aspectFlags,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
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}
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else if (currentTexture->usageFlags & VK_IMAGE_USAGE_STORAGE_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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vulkanCommandBuffer->commandBuffer,
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RESOURCE_ACCESS_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE,
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currentTexture->aspectFlags,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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currentTexture->resourceAccessType = RESOURCE_ACCESS_COMPUTE_SHADER_STORAGE_IMAGE_READ_WRITE;
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}
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}
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vulkanCommandBuffer->renderPassColorTargetCount = 0;
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if (currentTexture->usageFlags & VK_IMAGE_USAGE_SAMPLED_BIT)
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{
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VULKAN_INTERNAL_ImageMemoryBarrier(
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renderer,
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vulkanCommandBuffer->commandBuffer,
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RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE,
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currentTexture->aspectFlags,
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0,
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currentTexture->layerCount,
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0,
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currentTexture->levelCount,
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0,
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currentTexture->image,
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¤tTexture->resourceAccessType
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);
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currentTexture->resourceAccessType = RESOURCE_ACCESS_ANY_SHADER_READ_SAMPLED_IMAGE;
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}
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}
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vulkanCommandBuffer->renderPassDepthTexture = NULL;
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