Revert "Vulkan: Feedback loop detection and barriers (#7226)"
This reverts commit ca59c3f499.
This commit is contained in:
@@ -32,12 +32,10 @@ namespace Ryujinx.Graphics.Vulkan
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CommandBuffer
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}
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private bool _feedbackLoopActive;
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private PipelineStageFlags _incoherentBufferWriteStages;
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private PipelineStageFlags _incoherentTextureWriteStages;
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private PipelineStageFlags _extraStages;
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private IncoherentBarrierType _queuedIncoherentBarrier;
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private bool _queuedFeedbackLoopBarrier;
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public BarrierBatch(VulkanRenderer gd)
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{
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@@ -55,6 +53,17 @@ namespace Ryujinx.Graphics.Vulkan
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stages |= PipelineStageFlags.TransformFeedbackBitExt;
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}
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if (!gd.IsTBDR)
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{
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// Desktop GPUs can transform image barriers into memory barriers.
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access |= AccessFlags.DepthStencilAttachmentWriteBit | AccessFlags.ColorAttachmentWriteBit;
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access |= AccessFlags.DepthStencilAttachmentReadBit | AccessFlags.ColorAttachmentReadBit;
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stages |= PipelineStageFlags.EarlyFragmentTestsBit | PipelineStageFlags.LateFragmentTestsBit;
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stages |= PipelineStageFlags.ColorAttachmentOutputBit;
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}
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return (access, stages);
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}
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@@ -169,34 +178,16 @@ namespace Ryujinx.Graphics.Vulkan
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}
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_queuedIncoherentBarrier = IncoherentBarrierType.None;
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_queuedFeedbackLoopBarrier = false;
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}
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else if (_feedbackLoopActive && _queuedFeedbackLoopBarrier)
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{
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// Feedback loop barrier.
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MemoryBarrier barrier = new()
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{
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SType = StructureType.MemoryBarrier,
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SrcAccessMask = AccessFlags.ShaderWriteBit,
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DstAccessMask = AccessFlags.ShaderReadBit
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};
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QueueBarrier(barrier, PipelineStageFlags.FragmentShaderBit, PipelineStageFlags.AllGraphicsBit);
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_queuedFeedbackLoopBarrier = false;
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}
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_feedbackLoopActive = false;
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}
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}
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public unsafe void Flush(CommandBufferScoped cbs, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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Flush(cbs, null, false, inRenderPass, rpHolder, endRenderPass);
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Flush(cbs, null, inRenderPass, rpHolder, endRenderPass);
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}
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public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool feedbackLoopActive, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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public unsafe void Flush(CommandBufferScoped cbs, ShaderCollection program, bool inRenderPass, RenderPassHolder rpHolder, Action endRenderPass)
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{
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if (program != null)
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{
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@@ -204,8 +195,6 @@ namespace Ryujinx.Graphics.Vulkan
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_incoherentTextureWriteStages |= program.IncoherentTextureWriteStages;
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}
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_feedbackLoopActive |= feedbackLoopActive;
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FlushMemoryBarrier(program, inRenderPass);
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if (!inRenderPass && rpHolder != null)
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@@ -417,8 +406,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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_queuedIncoherentBarrier = type;
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}
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_queuedFeedbackLoopBarrier = true;
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}
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public void QueueTextureBarrier()
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