Merge pull request #17575 from hrydgard/vk-rip-out-input-attachments

Vulkan: Remove the remains of the input attachment experiment
This commit is contained in:
Henrik Rydgård 2023-06-13 22:33:25 +02:00 committed by GitHub
commit 8eb55a6fd7
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17 changed files with 25 additions and 158 deletions

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@ -265,7 +265,6 @@ static VkAttachmentStoreOp ConvertStoreAction(VKRRenderPassStoreAction action) {
// Also see https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#synchronization-pipeline-barriers-subpass-self-dependencies
VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPassType rpType, VkSampleCountFlagBits sampleCount) {
bool selfDependency = RenderPassTypeHasInput(rpType);
bool isBackbuffer = rpType == RenderPassType::BACKBUFFER;
bool hasDepth = RenderPassTypeHasDepth(rpType);
bool multiview = RenderPassTypeHasMultiView(rpType);
@ -330,7 +329,7 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas
VkAttachmentReference colorReference{};
colorReference.attachment = colorAttachmentIndex;
colorReference.layout = selfDependency ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference{};
depthReference.attachment = depthAttachmentIndex;
@ -339,20 +338,15 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.flags = 0;
if (selfDependency) {
subpass.inputAttachmentCount = 1;
subpass.pInputAttachments = &colorReference;
} else {
subpass.inputAttachmentCount = 0;
subpass.pInputAttachments = nullptr;
}
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
VkAttachmentReference colorResolveReference;
if (multisample) {
colorResolveReference.attachment = 0; // the non-msaa color buffer.
colorResolveReference.layout = selfDependency ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colorResolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass.pResolveAttachments = &colorResolveReference;
} else {
subpass.pResolveAttachments = nullptr;
@ -396,17 +390,6 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas
numDeps++;
}
if (selfDependency) {
deps[numDeps].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
deps[numDeps].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
deps[numDeps].dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
deps[numDeps].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
deps[numDeps].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
deps[numDeps].srcSubpass = 0;
deps[numDeps].dstSubpass = 0;
numDeps++;
}
if (numDeps > 0) {
rp.dependencyCount = (u32)numDeps;
rp.pDependencies = deps;
@ -463,10 +446,6 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas
VkSubpassDescription2KHR subpass2{ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2_KHR };
subpass2.colorAttachmentCount = subpass.colorAttachmentCount;
subpass2.flags = subpass.flags;
if (selfDependency) {
subpass2.inputAttachmentCount = subpass.inputAttachmentCount;
subpass2.pInputAttachments = &colorReference2;
}
subpass2.pColorAttachments = &colorReference2;
if (hasDepth) {
subpass2.pDepthStencilAttachment = &depthReference2;
@ -476,7 +455,7 @@ VkRenderPass CreateRenderPass(VulkanContext *vulkan, const RPKey &key, RenderPas
if (multisample) {
colorResolveReference2.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorResolveReference2.attachment = colorResolveReference.attachment; // the non-msaa color buffer.
colorResolveReference2.layout = selfDependency ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colorResolveReference2.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
subpass2.pResolveAttachments = &colorResolveReference2;
} else {
subpass2.pResolveAttachments = nullptr;

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@ -13,15 +13,14 @@ enum class RenderPassType {
// These eight are organized so that bit 0 is DEPTH and bit 1 is INPUT and bit 2 is MULTIVIEW, so
// they can be OR-ed together in MergeRPTypes.
HAS_DEPTH = 1,
COLOR_INPUT = 2, // input attachment
MULTIVIEW = 4,
MULTISAMPLE = 8,
MULTIVIEW = 2,
MULTISAMPLE = 4,
// This is the odd one out, and gets special handling in MergeRPTypes.
// If this flag is set, none of the other flags can be set.
// For the backbuffer we can always use CLEAR/DONT_CARE, so bandwidth cost for a depth channel is negligible
// so we don't bother with a non-depth version.
BACKBUFFER = 16,
BACKBUFFER = 8,
TYPE_COUNT = BACKBUFFER + 1,
};
@ -107,10 +106,6 @@ inline bool RenderPassTypeHasDepth(RenderPassType type) {
return (type & RenderPassType::HAS_DEPTH) || type == RenderPassType::BACKBUFFER;
}
inline bool RenderPassTypeHasInput(RenderPassType type) {
return (type & RenderPassType::COLOR_INPUT) != 0;
}
inline bool RenderPassTypeHasMultiView(RenderPassType type) {
return (type & RenderPassType::MULTIVIEW) != 0;
}

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@ -261,31 +261,6 @@ VKRRenderPass *VulkanQueueRunner::GetRenderPass(const RPKey &key) {
return pass;
}
// Must match the subpass self-dependency declared above.
void VulkanQueueRunner::SelfDependencyBarrier(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier) {
if (aspect & VK_IMAGE_ASPECT_COLOR_BIT) {
VkAccessFlags srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkAccessFlags dstAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
recordBarrier->TransitionImage(
img.image,
0,
1,
img.numLayers,
aspect,
VK_IMAGE_LAYOUT_GENERAL,
VK_IMAGE_LAYOUT_GENERAL,
srcAccessMask,
dstAccessMask,
srcStageMask,
dstStageMask
);
} else {
_assert_msg_(false, "Depth self-dependencies not yet supported");
}
}
void VulkanQueueRunner::PreprocessSteps(std::vector<VKRStep *> &steps) {
// Optimizes renderpasses, then sequences them.
// Planned optimizations:
@ -918,9 +893,6 @@ void VulkanQueueRunner::LogRenderPass(const VKRStep &pass, bool verbose) {
case VKRRenderCommand::REMOVED:
INFO_LOG(G3D, " (Removed)");
break;
case VKRRenderCommand::SELF_DEPENDENCY_BARRIER:
INFO_LOG(G3D, " SelfBarrier()");
break;
case VKRRenderCommand::BIND_GRAPHICS_PIPELINE:
INFO_LOG(G3D, " BindGraphicsPipeline(%x)", (int)(intptr_t)cmd.graphics_pipeline.pipeline);
break;
@ -1361,21 +1333,6 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
break;
}
case VKRRenderCommand::SELF_DEPENDENCY_BARRIER:
{
_assert_(step.render.pipelineFlags & PipelineFlags::USES_INPUT_ATTACHMENT);
_assert_(fb);
VulkanBarrier barrier;
if (fb->sampleCount != VK_SAMPLE_COUNT_1_BIT) {
// Rendering is happening to the multisample buffer, not the color buffer.
SelfDependencyBarrier(fb->msaaColor, VK_IMAGE_ASPECT_COLOR_BIT, &barrier);
} else {
SelfDependencyBarrier(fb->color, VK_IMAGE_ASPECT_COLOR_BIT, &barrier);
}
barrier.Flush(cmd);
break;
}
case VKRRenderCommand::PUSH_CONSTANTS:
if (pipelineOK) {
vkCmdPushConstants(cmd, pipelineLayout, c.push.stages, c.push.offset, c.push.size, c.push.data);

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@ -39,7 +39,6 @@ enum class VKRRenderCommand : uint8_t {
DRAW,
DRAW_INDEXED,
PUSH_CONSTANTS,
SELF_DEPENDENCY_BARRIER,
DEBUG_ANNOTATION,
NUM_RENDER_COMMANDS,
};
@ -48,10 +47,9 @@ enum class PipelineFlags : u8 {
NONE = 0,
USES_BLEND_CONSTANT = (1 << 1),
USES_DEPTH_STENCIL = (1 << 2), // Reads or writes the depth or stencil buffers.
USES_INPUT_ATTACHMENT = (1 << 3),
USES_GEOMETRY_SHADER = (1 << 4),
USES_MULTIVIEW = (1 << 5), // Inherited from the render pass it was created with.
USES_DISCARD = (1 << 6),
USES_GEOMETRY_SHADER = (1 << 3),
USES_MULTIVIEW = (1 << 4), // Inherited from the render pass it was created with.
USES_DISCARD = (1 << 5),
};
ENUM_CLASS_BITOPS(PipelineFlags);
@ -314,8 +312,6 @@ private:
static void SetupTransitionToTransferDst(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier);
static void SetupTransferDstWriteAfterWrite(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier);
static void SelfDependencyBarrier(VKRImage &img, VkImageAspectFlags aspect, VulkanBarrier *recordBarrier);
VulkanContext *vulkan_;
VkFramebuffer backbuffer_ = VK_NULL_HANDLE;

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@ -659,10 +659,6 @@ VKRGraphicsPipeline *VulkanRenderManager::CreateGraphicsPipeline(VKRGraphicsPipe
WARN_LOG(G3D, "Not compiling pipeline that requires depth, for non depth renderpass type");
continue;
}
if ((pipelineFlags & PipelineFlags::USES_INPUT_ATTACHMENT) && !RenderPassTypeHasInput(rpType)) {
WARN_LOG(G3D, "Not compiling pipeline that requires input attachment, for non input renderpass type");
continue;
}
// Shouldn't hit this, these should have been filtered elsewhere. However, still a good check to do.
if (sampleCount == VK_SAMPLE_COUNT_1_BIT && RenderPassTypeHasMultisample(rpType)) {
WARN_LOG(G3D, "Not compiling single sample pipeline for a multisampled render pass type");
@ -712,10 +708,6 @@ void VulkanRenderManager::EndCurRenderStep() {
if (!curRenderStep_->render.framebuffer) {
rpType = RenderPassType::BACKBUFFER;
} else {
if (curPipelineFlags_ & PipelineFlags::USES_INPUT_ATTACHMENT) {
// Not allowed on backbuffers.
rpType = depthStencil ? (RenderPassType::HAS_DEPTH | RenderPassType::COLOR_INPUT) : RenderPassType::COLOR_INPUT;
}
// Framebuffers can be stereo, and if so, will control the render pass type to match.
// Pipelines can be mono and render fine to stereo etc, so not checking them here.
// Note that we don't support rendering to just one layer of a multilayer framebuffer!
@ -766,11 +758,6 @@ void VulkanRenderManager::EndCurRenderStep() {
curPipelineFlags_ = (PipelineFlags)0;
}
void VulkanRenderManager::BindCurrentFramebufferAsInputAttachment0(VkImageAspectFlags aspectBits) {
_dbg_assert_(curRenderStep_);
curRenderStep_->commands.push_back(VkRenderData{ VKRRenderCommand::SELF_DEPENDENCY_BARRIER });
}
void VulkanRenderManager::BindFramebufferAsRenderTarget(VKRFramebuffer *fb, VKRRenderPassLoadAction color, VKRRenderPassLoadAction depth, VKRRenderPassLoadAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil, const char *tag) {
_dbg_assert_(insideFrame_);
// Eliminate dupes (bind of the framebuffer we already are rendering to), instantly convert to a clear if possible.

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@ -218,8 +218,6 @@ public:
// get an array texture view.
VkImageView BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, VkImageAspectFlags aspectBits, int layer);
void BindCurrentFramebufferAsInputAttachment0(VkImageAspectFlags aspectBits);
bool CopyFramebufferToMemory(VKRFramebuffer *src, VkImageAspectFlags aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, Draw::ReadbackMode mode, const char *tag);
void CopyImageToMemorySync(VkImage image, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, const char *tag);

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@ -438,7 +438,6 @@ public:
// These functions should be self explanatory.
void BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp, const char *tag) override;
void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int layer) override;
void BindCurrentFramebufferForColorInput() override;
void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override;
@ -1011,9 +1010,9 @@ VKContext::VKContext(VulkanContext *vulkan)
}
}
// Limited, through input attachments and self-dependencies.
// We turn it off here already if buggy.
caps_.framebufferFetchSupported = !bugs_.Has(Bugs::SUBPASS_FEEDBACK_BROKEN);
// Vulkan can support this through input attachments and various extensions, but not worth
// the trouble.
caps_.framebufferFetchSupported = false;
caps_.deviceID = deviceProps.deviceID;
device_ = vulkan->GetDevice();
@ -1777,10 +1776,6 @@ void VKContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChanne
boundImageView_[binding] = renderManager_.BindFramebufferAsTexture(fb->GetFB(), binding, aspect, layer);
}
void VKContext::BindCurrentFramebufferForColorInput() {
renderManager_.BindCurrentFramebufferAsInputAttachment0(VK_IMAGE_ASPECT_COLOR_BIT);
}
void VKContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) {
VKFramebuffer *fb = (VKFramebuffer *)fbo;
if (fb) {

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@ -171,8 +171,8 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
bool fetchFramebuffer = needFramebufferRead && id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH);
bool readFramebufferTex = needFramebufferRead && !id.Bit(FS_BIT_USE_FRAMEBUFFER_FETCH);
if (fetchFramebuffer && compat.shaderLanguage != GLSL_VULKAN && (compat.shaderLanguage != GLSL_3xx || !compat.lastFragData)) {
*errorString = "framebuffer fetch requires GLSL: vulkan or 3xx";
if (fetchFramebuffer && (compat.shaderLanguage != GLSL_3xx || !compat.lastFragData)) {
*errorString = "framebuffer fetch requires GLSL 3xx";
return false;
}
@ -204,9 +204,6 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
if (readFramebufferTex) {
// The framebuffer texture is always bound as an array.
p.F("layout (set = 0, binding = %d) uniform sampler2DArray fbotex;\n", DRAW_BINDING_2ND_TEXTURE);
} else if (fetchFramebuffer) {
p.F("layout (input_attachment_index = 0, set = 0, binding = %d) uniform subpassInput inputColor;\n", DRAW_BINDING_INPUT_ATTACHMENT);
*fragmentShaderFlags |= FragmentShaderFlags::INPUT_ATTACHMENT;
}
if (shaderDepalMode != ShaderDepalMode::OFF) {

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@ -46,7 +46,6 @@ struct FShaderID;
// Can technically be deduced from the fragment shader ID, but this is safer.
enum class FragmentShaderFlags : u32 {
INPUT_ATTACHMENT = 1,
USES_DISCARD = 2,
};
ENUM_CLASS_BITOPS(FragmentShaderFlags);

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@ -607,10 +607,6 @@ u32 GPUCommonHW::CheckGPUFeatures() const {
features |= GPU_USE_VS_RANGE_CULLING;
}
if (draw_->GetDeviceCaps().framebufferFetchSupported) {
features |= GPU_USE_FRAMEBUFFER_FETCH;
}
if (draw_->GetShaderLanguageDesc().bitwiseOps) {
features |= GPU_USE_LIGHT_UBERSHADER;
}

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@ -123,17 +123,12 @@ void DrawEngineVulkan::InitDeviceObjects() {
bindings[8].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[8].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[8].binding = DRAW_BINDING_TESS_STORAGE_BUF_WV;
// Note: This binding is not included if !gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH), using bindingCount below.
bindings[9].descriptorCount = 1;
bindings[9].descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
bindings[9].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
bindings[9].binding = DRAW_BINDING_INPUT_ATTACHMENT;
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
VkDevice device = vulkan->GetDevice();
VkDescriptorSetLayoutCreateInfo dsl{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
dsl.bindingCount = gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH) ? ARRAY_SIZE(bindings) : ARRAY_SIZE(bindings) - 1;
dsl.bindingCount = ARRAY_SIZE(bindings);
dsl.pBindings = bindings;
VkResult res = vkCreateDescriptorSetLayout(device, &dsl, nullptr, &descriptorSetLayout_);
_dbg_assert_(VK_SUCCESS == res);
@ -141,17 +136,15 @@ void DrawEngineVulkan::InitDeviceObjects() {
static constexpr int DEFAULT_DESC_POOL_SIZE = 512;
std::vector<VkDescriptorPoolSize> dpTypes;
dpTypes.resize(5);
dpTypes.resize(4);
dpTypes[0].descriptorCount = DEFAULT_DESC_POOL_SIZE * 3;
dpTypes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
dpTypes[1].descriptorCount = DEFAULT_DESC_POOL_SIZE * 3; // Don't use these for tess anymore, need max three per set.
dpTypes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dpTypes[2].descriptorCount = DEFAULT_DESC_POOL_SIZE * 3; // TODO: Use a separate layout when no spline stuff is needed to reduce the need for these.
dpTypes[2].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
dpTypes[3].descriptorCount = DEFAULT_DESC_POOL_SIZE; // TODO: Use a separate layout when no spline stuff is needed to reduce the need for these.
dpTypes[3].type = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT;
dpTypes[4].descriptorCount = DEFAULT_DESC_POOL_SIZE; // For the frame global uniform buffer. Might need to allocate multiple times.
dpTypes[4].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
dpTypes[3].descriptorCount = DEFAULT_DESC_POOL_SIZE; // For the frame global uniform buffer. Might need to allocate multiple times.
dpTypes[3].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
VkDescriptorPoolCreateInfo dp{ VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO };
// Don't want to mess around with individually freeing these.
@ -386,7 +379,6 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
key.base_ = base;
key.light_ = light;
key.bone_ = bone;
key.secondaryIsInputAttachment = boundSecondaryIsInputAttachment_;
FrameData &frame = GetCurFrame();
// See if we already have this descriptor set cached.
@ -425,15 +417,15 @@ VkDescriptorSet DrawEngineVulkan::GetOrCreateDescriptorSet(VkImageView imageView
}
if (boundSecondary_) {
tex[1].imageLayout = key.secondaryIsInputAttachment ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
tex[1].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
tex[1].imageView = boundSecondary_;
tex[1].sampler = samplerSecondaryNearest_;
writes[n].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[n].pNext = nullptr;
writes[n].dstBinding = key.secondaryIsInputAttachment ? DRAW_BINDING_INPUT_ATTACHMENT : DRAW_BINDING_2ND_TEXTURE;
writes[n].dstBinding = DRAW_BINDING_2ND_TEXTURE;
writes[n].pImageInfo = &tex[1];
writes[n].descriptorCount = 1;
writes[n].descriptorType = key.secondaryIsInputAttachment ? VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT : VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[n].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[n].dstSet = desc;
n++;
}

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@ -132,8 +132,7 @@ enum {
DRAW_BINDING_TESS_STORAGE_BUF = 6,
DRAW_BINDING_TESS_STORAGE_BUF_WU = 7,
DRAW_BINDING_TESS_STORAGE_BUF_WV = 8,
DRAW_BINDING_INPUT_ATTACHMENT = 9,
DRAW_BINDING_COUNT = 10,
DRAW_BINDING_COUNT = 9,
};
// Handles transform, lighting and drawing.
@ -245,7 +244,6 @@ private:
// Secondary texture for shader blending
VkImageView boundSecondary_ = VK_NULL_HANDLE;
bool boundSecondaryIsInputAttachment_ = false;
// CLUT texture for shader depal
VkImageView boundDepal_ = VK_NULL_HANDLE;
@ -264,7 +262,6 @@ private:
VkSampler sampler_;
VkBuffer base_, light_, bone_; // All three UBO slots will be set to this. This will usually be identical
// for all draws in a frame, except when the buffer has to grow.
bool secondaryIsInputAttachment;
};
// We alternate between these.

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@ -280,7 +280,6 @@ u32 GPU_Vulkan::CheckGPUFeatures() const {
features |= GPU_USE_SINGLE_PASS_STEREO;
features |= GPU_USE_SIMPLE_STEREO_PERSPECTIVE;
features &= ~GPU_USE_FRAMEBUFFER_FETCH; // Need to figure out if this can be supported with multiview rendering
if (features & GPU_USE_GS_CULLING) {
// Many devices that support stereo and GS don't support GS during stereo.
features &= ~GPU_USE_GS_CULLING;
@ -288,15 +287,6 @@ u32 GPU_Vulkan::CheckGPUFeatures() const {
}
}
// We need to turn off framebuffer fetch through input attachments if MSAA is on for now.
// This is fixable, just needs some shader generator work (subpassInputMS).
// Actually, I've decided to disable framebuffer fetch entirely for now. Perf isn't worth
// the compatibility problems.
// if (msaaLevel_ != 0) {
features &= ~GPU_USE_FRAMEBUFFER_FETCH;
// }
// Only a few low-power GPUs should probably avoid this.
// Let's figure that out later.
features |= GPU_USE_FRAGMENT_UBERSHADER;

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@ -356,9 +356,6 @@ VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VulkanRenderManager *
return iter;
PipelineFlags pipelineFlags = (PipelineFlags)0;
if (fs->Flags() & FragmentShaderFlags::INPUT_ATTACHMENT) {
pipelineFlags |= PipelineFlags::USES_INPUT_ATTACHMENT;
}
if (fs->Flags() & FragmentShaderFlags::USES_DISCARD) {
pipelineFlags |= PipelineFlags::USES_DISCARD;
}

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@ -73,7 +73,6 @@ struct VulkanPipeline {
bool UsesBlendConstant() const { return (pipelineFlags & PipelineFlags::USES_BLEND_CONSTANT) != 0; }
bool UsesDepthStencil() const { return (pipelineFlags & PipelineFlags::USES_DEPTH_STENCIL) != 0; }
bool UsesInputAttachment() const { return (pipelineFlags & PipelineFlags::USES_INPUT_ATTACHMENT) != 0; }
bool UsesGeometryShader() const { return (pipelineFlags & PipelineFlags::USES_GEOMETRY_SHADER) != 0; }
bool UsesDiscard() const { return (pipelineFlags & PipelineFlags::USES_DISCARD) != 0; }

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@ -520,7 +520,7 @@ enum class VulkanCacheDetectFlags {
};
#define CACHE_HEADER_MAGIC 0xff51f420
#define CACHE_VERSION 45
#define CACHE_VERSION 46
struct VulkanCacheHeader {
uint32_t magic;

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@ -370,19 +370,12 @@ void DrawEngineVulkan::BindShaderBlendTex() {
bool bindResult = framebufferManager_->BindFramebufferAsColorTexture(1, curRenderVfb, BINDFBCOLOR_MAY_COPY | BINDFBCOLOR_UNCACHED, Draw::ALL_LAYERS);
_dbg_assert_(bindResult);
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE1_IMAGEVIEW);
boundSecondaryIsInputAttachment_ = false;
fboTexBound_ = true;
fboTexBindState_ = FBO_TEX_NONE;
// Must dirty blend state here so we re-copy next time. Example: Lunar's spell effects.
dirtyRequiresRecheck_ |= DIRTY_BLEND_STATE;
} else if (fboTexBindState_ == FBO_TEX_READ_FRAMEBUFFER) {
draw_->BindCurrentFramebufferForColorInput();
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_FRAMEBUFFER_COLOR_IMAGEVIEW_RT, (void *)0);
boundSecondaryIsInputAttachment_ = true;
fboTexBindState_ = FBO_TEX_NONE;
} else {
boundSecondaryIsInputAttachment_ = false;
boundSecondary_ = VK_NULL_HANDLE;
}
}