Logical simplifications in RDNA3 Vulkan
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@@ -325,25 +325,20 @@ namespace Ryujinx.Graphics.Rdna3Vulkan
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if (_gd.IsTBDR)
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{
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if (!_gd.IsMoltenVk)
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if (!anyIsNonAttachment)
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{
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if (!anyIsNonAttachment)
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{
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// This case is a feedback loop. To prevent this from causing an absolute performance disaster,
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// remove the barriers entirely.
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// If this is not here, there will be a lot of single draw render passes.
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// TODO: explicit handling for feedback loops, likely outside this class.
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_queuedBarrierCount -= _imageBarriers.Count;
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_imageBarriers.Clear();
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}
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else
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{
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// TBDR GPUs are sensitive to barriers, so we need to end the pass to ensure the data is available.
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// Metal already has hazard tracking so MVK doesn't need this.
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endRenderPass();
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inRenderPass = false;
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}
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// This case is a feedback loop. To prevent this from causing an absolute performance disaster,
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// remove the barriers entirely.
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// If this is not here, there will be a lot of single draw render passes.
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_queuedBarrierCount -= _imageBarriers.Count;
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_imageBarriers.Clear();
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}
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else
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{
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// TBDR GPUs are sensitive to barriers, so we need to end the pass to ensure the data is available.
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// Metal already has hazard tracking so MVK doesn't need this.
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endRenderPass();
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inRenderPass = false;
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}
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}
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else
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@@ -354,7 +349,7 @@ namespace Ryujinx.Graphics.Rdna3Vulkan
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{
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_memoryBarriers.Add(new BarrierWithStageFlags<MemoryBarrier, int>(
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barrier.Flags,
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new MemoryBarrier()
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new MemoryBarrier
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = barrier.Barrier.SrcAccessMask,
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@@ -375,7 +370,7 @@ namespace Ryujinx.Graphics.Rdna3Vulkan
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allFlags |= barrier.Flags.Dest;
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}
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if (allFlags.HasFlag(PipelineStageFlags.DrawIndirectBit) || !_gd.SupportsRenderPassBarrier(allFlags))
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if (allFlags.HasFlag(PipelineStageFlags.DrawIndirectBit))
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{
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endRenderPass();
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inRenderPass = false;
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