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Merge pull request #14025 from TellowKrinkle/RenderPassHazards
VideoBackends:Vulkan: Prevent hazards when restarting render passes
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commit
5f5cfda5ad
@ -288,6 +288,7 @@ void StateTracker::BeginRenderPass()
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m_current_render_pass = m_framebuffer->GetLoadRenderPass();
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m_framebuffer_render_area = m_framebuffer->GetRect();
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m_framebuffer->PrepareForRenderPass();
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VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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nullptr,
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@ -337,6 +338,7 @@ void StateTracker::BeginClearRenderPass(const VkRect2D& area, const VkClearValue
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m_current_render_pass = m_framebuffer->GetClearRenderPass();
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m_framebuffer_render_area = area;
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m_framebuffer->PrepareForRenderPass();
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VkRenderPassBeginInfo begin_info = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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nullptr,
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@ -466,6 +466,8 @@ void VKTexture::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout
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if (m_layout == new_layout)
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return;
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m_written_since_last_layout_change = false;
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VkImageMemoryBarrier barrier = {
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VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType
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nullptr, // const void* pNext
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@ -613,6 +615,8 @@ void VKTexture::TransitionToLayout(VkCommandBuffer command_buffer,
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if (m_compute_layout == new_layout)
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return;
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m_written_since_last_layout_change = false;
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VkImageMemoryBarrier barrier = {
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VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType
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nullptr, // const void* pNext
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@ -709,6 +713,49 @@ void VKTexture::TransitionToLayout(VkCommandBuffer command_buffer,
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&barrier);
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}
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void VKTexture::PrepareForRenderPass(VkCommandBuffer command_buffer) const
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{
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// Should only be used on images that are already in the layout for being rendered to
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ASSERT(m_layout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL ||
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m_layout == VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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if (m_written_since_last_layout_change)
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{
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// If the image has already been written, we need a barrier to prevent WaW or RaW hazards.
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VkPipelineStageFlags srcStage = 0;
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VkPipelineStageFlags dstStage = 0;
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VkImageMemoryBarrier barrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
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barrier.image = m_image;
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barrier.oldLayout = m_layout;
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barrier.newLayout = m_layout;
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barrier.subresourceRange.aspectMask = GetImageAspectForFormat(GetFormat());
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barrier.subresourceRange.layerCount = GetLayers();
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barrier.subresourceRange.levelCount = GetLevels();
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if (barrier.subresourceRange.aspectMask & VK_IMAGE_ASPECT_COLOR_BIT)
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{
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barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | //
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
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srcStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dstStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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}
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else
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{
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barrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
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srcStage = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dstStage = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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}
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vkCmdPipelineBarrier(command_buffer, srcStage, dstStage, 0, //
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0, nullptr, 0, nullptr, 1, &barrier);
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}
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else
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{
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// Otherwise, it's about to be written right now.
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m_written_since_last_layout_change = true;
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}
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}
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VKStagingTexture::VKStagingTexture(PrivateTag, StagingTextureType type, const TextureConfig& config,
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std::unique_ptr<StagingBuffer> buffer, VkImage linear_image,
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VmaAllocation linear_image_alloc)
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@ -1117,27 +1164,36 @@ void VKFramebuffer::Unbind()
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void VKFramebuffer::TransitionForRender()
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{
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VkCommandBuffer cb = g_command_buffer_mgr->GetCurrentCommandBuffer();
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if (m_color_attachment)
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{
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static_cast<VKTexture*>(m_color_attachment)
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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->TransitionToLayout(cb, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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for (auto* attachment : m_additional_color_attachments)
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{
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static_cast<VKTexture*>(attachment)
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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->TransitionToLayout(cb, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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if (m_depth_attachment)
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{
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static_cast<VKTexture*>(m_depth_attachment)
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->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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->TransitionToLayout(cb, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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}
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}
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void VKFramebuffer::PrepareForRenderPass()
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{
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VkCommandBuffer cb = g_command_buffer_mgr->GetCurrentCommandBuffer();
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if (m_color_attachment)
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static_cast<VKTexture*>(m_color_attachment)->PrepareForRenderPass(cb);
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if (m_depth_attachment)
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static_cast<VKTexture*>(m_depth_attachment)->PrepareForRenderPass(cb);
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for (auto* attachment : m_additional_color_attachments)
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static_cast<VKTexture*>(attachment)->PrepareForRenderPass(cb);
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}
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void VKFramebuffer::SetAndClear(const VkRect2D& rect, const VkClearValue& color_value,
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const VkClearValue& depth_value)
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{
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@ -69,6 +69,7 @@ public:
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void TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout) const;
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void TransitionToLayout(VkCommandBuffer command_buffer, ComputeImageLayout new_layout) const;
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void PrepareForRenderPass(VkCommandBuffer command_buffer) const;
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private:
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bool CreateView(VkImageViewType type);
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@ -78,6 +79,7 @@ private:
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VkImageView m_view = VK_NULL_HANDLE;
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mutable VkImageLayout m_layout = VK_IMAGE_LAYOUT_UNDEFINED;
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mutable ComputeImageLayout m_compute_layout = ComputeImageLayout::Undefined;
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mutable bool m_written_since_last_layout_change = false;
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std::string m_name;
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};
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@ -141,6 +143,7 @@ public:
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void Unbind();
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void TransitionForRender();
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void PrepareForRenderPass();
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void SetAndClear(const VkRect2D& rect, const VkClearValue& color_value,
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const VkClearValue& depth_value);
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