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D3D12: Avoid redundant render pass restarts
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0407f939fc
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5e8870ec69
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@ -1659,22 +1659,45 @@ void D3D12Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTextu
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{
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{
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DebugAssert(
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DebugAssert(
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!(flags & (GPUPipeline::RenderPassFlag::ColorFeedbackLoop | GPUPipeline::RenderPassFlag::SampleDepthBuffer)));
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!(flags & (GPUPipeline::RenderPassFlag::ColorFeedbackLoop | GPUPipeline::RenderPassFlag::SampleDepthBuffer)));
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const bool image_bind_changed = ((m_current_render_pass_flags ^ flags) & GPUPipeline::BindRenderTargetsAsImages);
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bool changed =
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(m_num_current_render_targets != num_rts || m_current_depth_target != ds || m_current_render_pass_flags != flags);
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bool needs_ds_clear = (ds && ds->IsClearedOrInvalidated());
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bool needs_rt_clear = false;
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if (InRenderPass())
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if (InRenderPass())
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EndRenderPass();
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EndRenderPass();
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m_current_depth_target = static_cast<D3D12Texture*>(ds);
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m_current_depth_target = static_cast<D3D12Texture*>(ds);
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if (num_rts > 0)
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for (u32 i = 0; i < num_rts; i++)
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std::memcpy(m_current_render_targets.data(), rts, sizeof(D3D12Texture*) * num_rts);
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{
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D3D12Texture* const RT = static_cast<D3D12Texture*>(rts[i]);
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changed |= m_current_render_targets[i] != RT;
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m_current_render_targets[i] = RT;
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needs_rt_clear |= RT->IsClearedOrInvalidated();
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}
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for (u32 i = num_rts; i < m_num_current_render_targets; i++)
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for (u32 i = num_rts; i < m_num_current_render_targets; i++)
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m_current_render_targets[i] = nullptr;
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m_current_render_targets[i] = nullptr;
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m_num_current_render_targets = num_rts;
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m_num_current_render_targets = Truncate8(num_rts);
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m_current_render_pass_flags = flags;
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// Don't end render pass unless it's necessary.
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if (changed)
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{
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if (InRenderPass())
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EndRenderPass();
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// Need a root signature change if switching to UAVs.
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// Need a root signature change if switching to UAVs.
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m_dirty_flags |=
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m_dirty_flags |= image_bind_changed ? LAYOUT_DEPENDENT_DIRTY_STATE : 0;
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((m_current_render_pass_flags ^ flags) & GPUPipeline::BindRenderTargetsAsImages) ? LAYOUT_DEPENDENT_DIRTY_STATE : 0;
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m_dirty_flags = (flags & GPUPipeline::BindRenderTargetsAsImages) ? (m_dirty_flags | DIRTY_FLAG_RT_UAVS) :
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m_dirty_flags = (flags & GPUPipeline::BindRenderTargetsAsImages) ? (m_dirty_flags | DIRTY_FLAG_RT_UAVS) :
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(m_dirty_flags & ~DIRTY_FLAG_RT_UAVS);
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(m_dirty_flags & ~DIRTY_FLAG_RT_UAVS);
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m_current_render_pass_flags = flags;
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}
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else if (needs_rt_clear || needs_ds_clear)
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{
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if (InRenderPass())
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EndRenderPass();
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}
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}
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}
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void D3D12Device::BeginRenderPass()
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void D3D12Device::BeginRenderPass()
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@ -338,7 +338,7 @@ private:
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D3D12Pipeline* m_current_pipeline = nullptr;
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D3D12Pipeline* m_current_pipeline = nullptr;
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D3D12_PRIMITIVE_TOPOLOGY m_current_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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D3D12_PRIMITIVE_TOPOLOGY m_current_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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u32 m_num_current_render_targets = 0;
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u8 m_num_current_render_targets = 0;
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GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
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GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
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std::array<D3D12Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
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std::array<D3D12Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
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D3D12Texture* m_current_depth_target = nullptr;
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D3D12Texture* m_current_depth_target = nullptr;
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@ -3318,10 +3318,9 @@ void VulkanDevice::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUText
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DIRTY_FLAG_INPUT_ATTACHMENT :
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DIRTY_FLAG_INPUT_ATTACHMENT :
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0);
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0);
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}
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}
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else if (needs_rt_clear || needs_ds_clear)
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// TODO: This could use vkCmdClearAttachments() instead.
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if (needs_rt_clear || needs_ds_clear)
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{
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{
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// TODO: This could use vkCmdClearAttachments() instead.
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if (InRenderPass())
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if (InRenderPass())
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EndRenderPass();
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EndRenderPass();
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}
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}
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