Remove redundant explicit clears in the Vulkan RD
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d76c1d0e51
commit
4964d9a083
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@ -6841,24 +6841,24 @@ Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebu
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return OK;
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return OK;
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}
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}
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Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) {
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Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region) {
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VkRenderPassBeginInfo render_pass_begin;
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VkRenderPassBeginInfo render_pass_begin;
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render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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render_pass_begin.pNext = nullptr;
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render_pass_begin.pNext = nullptr;
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render_pass_begin.renderPass = render_pass;
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render_pass_begin.renderPass = render_pass;
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render_pass_begin.framebuffer = vkframebuffer;
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render_pass_begin.framebuffer = vkframebuffer;
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/*
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* Given how API works, it makes sense to always fully operate on the whole framebuffer.
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if (p_constrained_to_region) {
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* This allows better continue operations for operations like shadowmapping.
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render_pass_begin.renderArea.extent.width = viewport_size.width;
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render_pass_begin.renderArea.extent.width = viewport_size.width;
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render_pass_begin.renderArea.extent.height = viewport_size.height;
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render_pass_begin.renderArea.extent.height = viewport_size.height;
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render_pass_begin.renderArea.offset.x = viewport_offset.x;
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render_pass_begin.renderArea.offset.x = viewport_offset.x;
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render_pass_begin.renderArea.offset.y = viewport_offset.y;
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render_pass_begin.renderArea.offset.y = viewport_offset.y;
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} else {
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*/
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render_pass_begin.renderArea.extent.width = framebuffer->size.width;
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render_pass_begin.renderArea.extent.width = framebuffer->size.width;
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render_pass_begin.renderArea.extent.height = framebuffer->size.height;
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render_pass_begin.renderArea.extent.height = framebuffer->size.height;
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render_pass_begin.renderArea.offset.x = 0;
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render_pass_begin.renderArea.offset.x = 0;
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render_pass_begin.renderArea.offset.y = 0;
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render_pass_begin.renderArea.offset.y = 0;
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}
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Vector<VkClearValue> clear_values;
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Vector<VkClearValue> clear_values;
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clear_values.resize(framebuffer->texture_ids.size());
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clear_values.resize(framebuffer->texture_ids.size());
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@ -7008,6 +7008,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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Point2i viewport_offset;
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Point2i viewport_offset;
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Point2i viewport_size = framebuffer->size;
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Point2i viewport_size = framebuffer->size;
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bool constrained_to_region = false;
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bool needs_clear_color = false;
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bool needs_clear_color = false;
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bool needs_clear_depth = false;
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bool needs_clear_depth = false;
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@ -7022,21 +7023,30 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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viewport_offset = regioni.position;
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viewport_offset = regioni.position;
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viewport_size = regioni.size;
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viewport_size = regioni.size;
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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needs_clear_color = true;
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// If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
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p_initial_color_action = INITIAL_ACTION_CONTINUE;
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// and we constrain the render area to the region.
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}
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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constrained_to_region = true;
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needs_clear_depth = true;
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p_initial_color_action = INITIAL_ACTION_CLEAR;
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p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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p_initial_depth_action = INITIAL_ACTION_CLEAR;
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}
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} else {
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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needs_clear_color = true;
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needs_clear_color = true;
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p_initial_color_action = INITIAL_ACTION_KEEP;
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p_initial_color_action = INITIAL_ACTION_CONTINUE;
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}
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}
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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needs_clear_depth = true;
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needs_clear_depth = true;
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p_initial_depth_action = INITIAL_ACTION_KEEP;
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p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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}
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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needs_clear_color = true;
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p_initial_color_action = INITIAL_ACTION_KEEP;
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}
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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needs_clear_depth = true;
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p_initial_depth_action = INITIAL_ACTION_KEEP;
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}
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}
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}
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}
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}
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@ -7063,7 +7073,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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ERR_FAIL_COND_V(err != OK, INVALID_ID);
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ERR_FAIL_COND_V(err != OK, INVALID_ID);
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VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
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VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
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err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures);
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err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures, constrained_to_region);
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if (err != OK) {
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if (err != OK) {
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return INVALID_ID;
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return INVALID_ID;
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@ -7079,6 +7089,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
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draw_list_current_subpass = 0;
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draw_list_current_subpass = 0;
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if (needs_clear_color || needs_clear_depth) {
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if (needs_clear_color || needs_clear_depth) {
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DEV_ASSERT(!constrained_to_region);
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_draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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_draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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}
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}
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@ -7117,6 +7128,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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Point2i viewport_offset;
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Point2i viewport_offset;
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Point2i viewport_size = framebuffer->size;
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Point2i viewport_size = framebuffer->size;
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bool constrained_to_region = false;
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bool needs_clear_color = false;
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bool needs_clear_color = false;
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bool needs_clear_depth = false;
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bool needs_clear_depth = false;
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@ -7132,13 +7144,29 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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viewport_offset = regioni.position;
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viewport_offset = regioni.position;
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viewport_size = regioni.size;
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viewport_size = regioni.size;
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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// If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
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needs_clear_color = true;
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// and we constrain the render area to the region.
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p_initial_color_action = INITIAL_ACTION_KEEP;
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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}
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constrained_to_region = true;
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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p_initial_color_action = INITIAL_ACTION_CLEAR;
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needs_clear_depth = true;
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p_initial_depth_action = INITIAL_ACTION_CLEAR;
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p_initial_depth_action = INITIAL_ACTION_KEEP;
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} else {
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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needs_clear_color = true;
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p_initial_color_action = INITIAL_ACTION_CONTINUE;
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}
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
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needs_clear_depth = true;
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p_initial_depth_action = INITIAL_ACTION_CONTINUE;
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}
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if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
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needs_clear_color = true;
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p_initial_color_action = INITIAL_ACTION_KEEP;
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}
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if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
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needs_clear_depth = true;
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p_initial_depth_action = INITIAL_ACTION_KEEP;
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}
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}
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}
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}
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}
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@ -7164,7 +7192,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
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ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
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VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer;
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VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer;
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err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures);
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err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures, constrained_to_region);
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if (err != OK) {
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if (err != OK) {
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return ERR_CANT_CREATE;
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return ERR_CANT_CREATE;
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@ -7184,6 +7212,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
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}
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}
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if (needs_clear_color || needs_clear_depth) {
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if (needs_clear_color || needs_clear_depth) {
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DEV_ASSERT(!constrained_to_region);
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_draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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_draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
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}
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}
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@ -931,7 +931,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
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void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
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void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
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Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
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Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
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Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures);
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Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region);
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_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
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_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
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Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
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Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
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Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
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Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
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