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GLES: Invalidate framebuffers bound DONT_CARE.
Let's try to invalidate when it's possible. We move the invalidate to the end of the render when detected.
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@ -609,6 +609,44 @@ void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCal
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}
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}
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auto ignoresContents = [](GLRRenderPassAction act) {
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return act == GLRRenderPassAction::CLEAR || act == GLRRenderPassAction::DONT_CARE;
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};
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int invalidateAllMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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for (int j = 0; j < (int)steps.size() - 1; ++j) {
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GLRStep &primaryStep = *steps[j];
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if (primaryStep.stepType == GLRStepType::RENDER) {
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const GLRFramebuffer *fb = primaryStep.render.framebuffer;
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// Let's see if we can invalidate it...
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int invalidateMask = 0;
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for (int i = j + 1; i < (int)steps.size(); ++i) {
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const GLRStep &secondaryStep = *steps[i];
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if (secondaryStep.stepType == GLRStepType::RENDER && secondaryStep.render.framebuffer == fb) {
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if (ignoresContents(secondaryStep.render.color))
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invalidateMask |= GL_COLOR_BUFFER_BIT;
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if (ignoresContents(secondaryStep.render.depth))
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invalidateMask |= GL_DEPTH_BUFFER_BIT;
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if (ignoresContents(secondaryStep.render.stencil))
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invalidateMask |= GL_STENCIL_BUFFER_BIT;
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if (invalidateMask == invalidateAllMask)
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break;
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} else if (secondaryStep.dependencies.contains(fb)) {
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// Can't do it, this step may depend on fb's data.
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break;
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}
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}
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if (invalidateMask) {
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GLRRenderData data{ GLRRenderCommand::INVALIDATE };
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data.clear.clearMask = invalidateMask;
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primaryStep.commands.push_back(data);
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}
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}
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}
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CHECK_GL_ERROR_IF_DEBUG();
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size_t renderCount = 0;
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for (size_t i = 0; i < steps.size(); i++) {
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