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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Vulkan: Use render-pass based clears where possible
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@ -336,6 +336,18 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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{
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// Native -> EFB coordinates
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TargetRectangle target_rc = Renderer::ConvertEFBRectangle(rc);
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VkRect2D target_vk_rc = {
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{target_rc.left, target_rc.top},
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{static_cast<uint32_t>(target_rc.GetWidth()), static_cast<uint32_t>(target_rc.GetHeight())}};
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// Convert RGBA8 -> floating-point values.
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VkClearValue clear_color_value = {};
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VkClearValue clear_depth_value = {};
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clear_color_value.color.float32[0] = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
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clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
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clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
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clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
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clear_depth_value.depthStencil.depth = (1.0f - (static_cast<float>(z & 0xFFFFFF) / 16777216.0f));
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// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
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// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
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@ -348,55 +360,71 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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color |= 0xFF000000;
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}
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// Fast path: when both color and alpha are enabled, we can blow away the entire buffer
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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if (color_enable && alpha_enable)
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// If we're not in a render pass (start of the frame), we can use a clear render pass
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// to discard the data, rather than loading and then clearing.
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bool use_clear_render_pass = (color_enable && alpha_enable && z_enable);
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if (m_state_tracker->InRenderPass())
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue.color.float32[0] =
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float((color >> 16) & 0xFF) / 255.0f;
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clear_attachments[num_clear_attachments].clearValue.color.float32[1] =
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float((color >> 8) & 0xFF) / 255.0f;
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clear_attachments[num_clear_attachments].clearValue.color.float32[2] =
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float((color >> 0) & 0xFF) / 255.0f;
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clear_attachments[num_clear_attachments].clearValue.color.float32[3] =
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float((color >> 24) & 0xFF) / 255.0f;
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num_clear_attachments++;
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue.depthStencil.depth =
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1.0f - (float(z & 0xFFFFFF) / 16777216.0f);
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clear_attachments[num_clear_attachments].clearValue.depthStencil.stencil = 0;
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num_clear_attachments++;
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z_enable = false;
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}
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if (num_clear_attachments > 0)
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{
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VkClearRect rect = {};
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rect.rect.offset = {target_rc.left, target_rc.top};
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rect.rect.extent = {static_cast<uint32_t>(target_rc.GetWidth()),
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static_cast<uint32_t>(target_rc.GetHeight())};
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rect.baseArrayLayer = 0;
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rect.layerCount = m_framebuffer_mgr->GetEFBLayers();
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m_state_tracker->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &rect);
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// Prefer not to end a render pass just to do a clear.
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use_clear_render_pass = false;
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}
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// Fastest path: Use a render pass to clear the buffers.
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if (use_clear_render_pass)
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{
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VkClearValue clear_values[2] = {clear_color_value, clear_depth_value};
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m_state_tracker->BeginClearRenderPass(target_vk_rc, clear_values);
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return;
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}
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// Fast path: Use vkCmdClearAttachments to clear the buffers within a render path
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// We can't use this when preserving alpha but clearing color.
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{
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VkClearAttachment clear_attachments[2];
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uint32_t num_clear_attachments = 0;
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if (color_enable && alpha_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_color_value;
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num_clear_attachments++;
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color_enable = false;
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alpha_enable = false;
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}
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if (z_enable)
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{
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clear_attachments[num_clear_attachments].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clear_attachments[num_clear_attachments].colorAttachment = 0;
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clear_attachments[num_clear_attachments].clearValue = clear_depth_value;
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num_clear_attachments++;
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z_enable = false;
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}
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if (num_clear_attachments > 0)
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{
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VkClearRect clear_rect = {target_vk_rc, 0, m_framebuffer_mgr->GetEFBLayers()};
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if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
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target_vk_rc.extent.width,
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target_vk_rc.extent.height))
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{
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m_state_tracker->EndClearRenderPass();
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}
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m_state_tracker->BeginRenderPass();
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vkCmdClearAttachments(g_command_buffer_mgr->GetCurrentCommandBuffer(), num_clear_attachments,
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clear_attachments, 1, &clear_rect);
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}
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}
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// Anything left over for the slow path?
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if (!color_enable && !alpha_enable && !z_enable)
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return;
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// Clearing must occur within a render pass.
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if (!m_state_tracker->IsWithinRenderArea(target_vk_rc.offset.x, target_vk_rc.offset.y,
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target_vk_rc.extent.width, target_vk_rc.extent.height))
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{
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m_state_tracker->EndClearRenderPass();
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}
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m_state_tracker->BeginRenderPass();
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m_state_tracker->SetPendingRebind();
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@ -421,21 +449,17 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// No need to start a new render pass, but we do need to restore viewport state
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UtilityShaderDraw draw(
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g_command_buffer_mgr->GetCurrentCommandBuffer(), g_object_cache->GetStandardPipelineLayout(),
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m_framebuffer_mgr->GetEFBRenderPass(), g_object_cache->GetPassthroughVertexShader(),
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m_framebuffer_mgr->GetEFBLoadRenderPass(), g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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draw.SetRasterizationState(rs_state);
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draw.SetDepthStencilState(depth_state);
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draw.SetBlendState(blend_state);
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float vertex_r = float((color >> 16) & 0xFF) / 255.0f;
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float vertex_g = float((color >> 8) & 0xFF) / 255.0f;
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float vertex_b = float((color >> 0) & 0xFF) / 255.0f;
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float vertex_a = float((color >> 24) & 0xFF) / 255.0f;
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float vertex_z = 1.0f - (float(z & 0xFFFFFF) / 16777216.0f);
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draw.DrawColoredQuad(target_rc.left, target_rc.top, target_rc.GetWidth(), target_rc.GetHeight(),
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vertex_r, vertex_g, vertex_b, vertex_a, vertex_z);
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clear_color_value.color.float32[0], clear_color_value.color.float32[1],
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clear_color_value.color.float32[2], clear_color_value.color.float32[3],
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clear_depth_value.depthStencil.depth);
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}
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void Renderer::ReinterpretPixelData(unsigned int convtype)
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@ -952,10 +976,11 @@ void Renderer::OnSwapChainResized()
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void Renderer::BindEFBToStateTracker()
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{
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// Update framebuffer in state tracker
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VkRect2D framebuffer_render_area = {
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VkRect2D framebuffer_size = {
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{0, 0}, {m_framebuffer_mgr->GetEFBWidth(), m_framebuffer_mgr->GetEFBHeight()}};
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m_state_tracker->SetRenderPass(m_framebuffer_mgr->GetEFBRenderPass());
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m_state_tracker->SetFramebuffer(m_framebuffer_mgr->GetEFBFramebuffer(), framebuffer_render_area);
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m_state_tracker->SetRenderPass(m_framebuffer_mgr->GetEFBLoadRenderPass(),
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m_framebuffer_mgr->GetEFBClearRenderPass());
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m_state_tracker->SetFramebuffer(m_framebuffer_mgr->GetEFBFramebuffer(), framebuffer_size);
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// Update rasterization state with MSAA info
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RasterizationState rs_state = {};
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