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vk_texture_runtime: Resolve MSAA source image before blit
Resolves the MSAA image to the upscale-image before blitting to ensure it is getting the freshest MSAA resolve. Todo: use a dirty flag.
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a2aee70b86
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4de9d81b50
@ -576,6 +576,87 @@ bool TextureRuntime::BlitTextures(Surface& source, Surface& dest,
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.dst_image = dest.Image(1),
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.dst_image = dest.Image(1),
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};
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};
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// Must resolve source-image first
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if ((source.sample_count > dest.sample_count) && (dest.sample_count == 1)) {
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scheduler.Record([&source](vk::CommandBuffer cmdbuf) {
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const vk::ImageResolve resolve_area = {
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.srcSubresource{
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.aspectMask = source.Aspect(),
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = 1,
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},
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.srcOffset = {},
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.dstSubresource{
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.aspectMask = source.Aspect(),
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = 1,
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},
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.dstOffset = {},
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.extent{source.GetScaledWidth(), source.GetScaledHeight(), 0},
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};
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const std::array read_barriers = {
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vk::ImageMemoryBarrier{
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.srcAccessMask = source.AccessFlags(),
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.dstAccessMask = vk::AccessFlagBits::eTransferRead,
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.oldLayout = vk::ImageLayout::eGeneral,
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.newLayout = vk::ImageLayout::eTransferSrcOptimal,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = source.Image(3),
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.subresourceRange = MakeSubresourceRange(source.Aspect(), 0),
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},
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vk::ImageMemoryBarrier{
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.srcAccessMask = source.AccessFlags(),
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.dstAccessMask = vk::AccessFlagBits::eTransferWrite,
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.oldLayout = vk::ImageLayout::eGeneral,
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.newLayout = vk::ImageLayout::eTransferDstOptimal,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = source.Image(1),
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.subresourceRange = MakeSubresourceRange(source.Aspect(), 0),
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},
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};
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const std::array write_barriers = {
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vk::ImageMemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eTransferRead,
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.dstAccessMask = source.AccessFlags(),
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.oldLayout = vk::ImageLayout::eTransferSrcOptimal,
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = source.Image(3),
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.subresourceRange = MakeSubresourceRange(source.Aspect(), 0),
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},
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vk::ImageMemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eTransferWrite,
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.dstAccessMask = source.AccessFlags(),
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.oldLayout = vk::ImageLayout::eTransferDstOptimal,
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.newLayout = vk::ImageLayout::eGeneral,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = source.Image(1),
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.subresourceRange = MakeSubresourceRange(source.Aspect(), 0),
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},
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};
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cmdbuf.pipelineBarrier(source.PipelineStageFlags(),
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vk::PipelineStageFlagBits::eTransfer,
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vk::DependencyFlagBits::eByRegion, {}, {}, read_barriers);
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cmdbuf.resolveImage(source.Image(3), vk::ImageLayout::eTransferSrcOptimal,
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source.Image(1), vk::ImageLayout::eTransferDstOptimal,
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resolve_area);
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cmdbuf.pipelineBarrier(vk::PipelineStageFlagBits::eTransfer,
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source.PipelineStageFlags(), vk::DependencyFlagBits::eByRegion,
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{}, {}, write_barriers);
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});
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}
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scheduler.Record([params, blit](vk::CommandBuffer cmdbuf) {
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scheduler.Record([params, blit](vk::CommandBuffer cmdbuf) {
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const std::array source_offsets = {
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const std::array source_offsets = {
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vk::Offset3D{static_cast<s32>(blit.src_rect.left),
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vk::Offset3D{static_cast<s32>(blit.src_rect.left),
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