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[dxvk] Use dynamic rendering directly for render target clears
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@ -1936,9 +1936,27 @@ namespace dxvk {
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if (m_execBarriers.isImageDirty(imageView->image(), imageView->imageSubresources(), DxvkAccess::Write))
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if (m_execBarriers.isImageDirty(imageView->image(), imageView->imageSubresources(), DxvkAccess::Write))
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m_execBarriers.recordCommands(m_cmd);
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m_execBarriers.recordCommands(m_cmd);
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// Set up and bind a temporary framebuffer
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// Set up a temporary render pass to execute the clear
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DxvkRenderTargets attachments;
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VkImageLayout imageLayout = ((clearAspects | discardAspects) & VK_IMAGE_ASPECT_COLOR_BIT)
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DxvkRenderPassOps ops;
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? imageView->pickLayout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
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: imageView->pickLayout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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VkRenderingAttachmentInfoKHR attachmentInfo = { VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR };
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attachmentInfo.imageView = imageView->handle();
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attachmentInfo.imageLayout = imageLayout;
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attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentInfo.clearValue = clearValue;
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VkRenderingAttachmentInfoKHR stencilInfo = attachmentInfo;
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VkExtent3D extent = imageView->mipLevelExtent(0);
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VkRenderingInfoKHR renderingInfo = { VK_STRUCTURE_TYPE_RENDERING_INFO_KHR };
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renderingInfo.renderArea.extent = { extent.width, extent.height };
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renderingInfo.layerCount = imageView->info().numLayers;
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VkImageLayout loadLayout;
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VkImageLayout storeLayout;
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VkPipelineStageFlags clearStages = 0;
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VkPipelineStageFlags clearStages = 0;
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VkAccessFlags clearAccess = 0;
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VkAccessFlags clearAccess = 0;
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@ -1947,28 +1965,55 @@ namespace dxvk {
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clearStages |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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clearStages |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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clearAccess |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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clearAccess |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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attachments.color[0].view = imageView;
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attachmentInfo.loadOp = colorOp.loadOp;
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attachments.color[0].layout = imageView->pickLayout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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ops.colorOps[0] = colorOp;
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renderingInfo.colorAttachmentCount = 1;
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renderingInfo.pColorAttachments = &attachmentInfo;
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loadLayout = colorOp.loadLayout;
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storeLayout = colorOp.storeLayout;
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} else {
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} else {
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clearStages |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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clearStages |= 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_LATE_FRAGMENT_TESTS_BIT;
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clearAccess |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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clearAccess |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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attachments.depth.view = imageView;
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if (imageView->info().aspect & VK_IMAGE_ASPECT_DEPTH_BIT) {
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attachments.depth.layout = imageView->pickLayout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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renderingInfo.pDepthAttachment = &attachmentInfo;
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attachmentInfo.loadOp = depthOp.loadOpD;
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ops.depthOps = depthOp;
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}
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}
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ops.barrier.srcStages = clearStages;
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if (imageView->info().aspect & VK_IMAGE_ASPECT_STENCIL_BIT) {
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ops.barrier.srcAccess = clearAccess;
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renderingInfo.pStencilAttachment = &stencilInfo;
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ops.barrier.dstStages = imageView->imageInfo().stages;
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stencilInfo.loadOp = depthOp.loadOpS;
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ops.barrier.dstAccess = imageView->imageInfo().access;
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}
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this->renderPassBindFramebuffer(makeFramebufferInfo(attachments), ops, 1, &clearValue);
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loadLayout = depthOp.loadLayout;
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this->renderPassUnbindFramebuffer();
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storeLayout = depthOp.storeLayout;
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}
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if (loadLayout != imageLayout) {
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m_execAcquires.accessImage(
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imageView->image(),
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imageView->imageSubresources(),
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loadLayout, clearStages, 0,
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imageLayout, clearStages, clearAccess);
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m_execAcquires.recordCommands(m_cmd);
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}
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m_cmd->cmdBeginRendering(&renderingInfo);
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m_cmd->cmdEndRendering();
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m_execBarriers.accessImage(
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imageView->image(),
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imageView->imageSubresources(),
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imageLayout, clearStages, clearAccess,
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storeLayout,
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imageView->imageInfo().stages,
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imageView->imageInfo().access);
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m_cmd->trackResource<DxvkAccess::None>(imageView);
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m_cmd->trackResource<DxvkAccess::Write>(imageView->image());
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} else {
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} else {
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// Perform the operation when starting the next render pass
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// Perform the operation when starting the next render pass
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if ((clearAspects | discardAspects) & VK_IMAGE_ASPECT_COLOR_BIT) {
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if ((clearAspects | discardAspects) & VK_IMAGE_ASPECT_COLOR_BIT) {
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