Vulkan: Use render-pass based clears where possible

This commit is contained in:
Stenzek
2016-09-11 16:37:41 +10:00
parent c290398320
commit f6cdc38c8b
5 changed files with 191 additions and 80 deletions

View File

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