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vk_renderpass_cache: Bring back renderpass flushing
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@ -12,6 +12,8 @@
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namespace Vulkan {
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namespace Vulkan {
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constexpr u32 MIN_DRAWS_TO_FLUSH = 20;
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using VideoCore::PixelFormat;
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using VideoCore::PixelFormat;
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using VideoCore::SurfaceType;
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using VideoCore::SurfaceType;
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@ -46,6 +48,7 @@ void RenderpassCache::BeginRendering(const Framebuffer* framebuffer,
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void RenderpassCache::BeginRendering(const RenderPass& new_pass) {
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void RenderpassCache::BeginRendering(const RenderPass& new_pass) {
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if (pass == new_pass) [[likely]] {
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if (pass == new_pass) [[likely]] {
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num_draws++;
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return;
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return;
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}
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}
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@ -111,6 +114,13 @@ void RenderpassCache::EndRendering() {
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vk::DependencyFlagBits::eByRegion, 0, nullptr, 0, nullptr,
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vk::DependencyFlagBits::eByRegion, 0, nullptr, 0, nullptr,
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num_barriers, barriers.data());
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num_barriers, barriers.data());
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});
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});
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// The Mali guide recommends flushing at the end of each major renderpass
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// Testing has shown this has a significant effect on rendering performance
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if (num_draws > MIN_DRAWS_TO_FLUSH && instance.ShouldFlush()) {
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scheduler.Flush();
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num_draws = 0;
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}
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}
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}
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vk::RenderPass RenderpassCache::GetRenderpass(VideoCore::PixelFormat color,
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vk::RenderPass RenderpassCache::GetRenderpass(VideoCore::PixelFormat color,
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@ -68,6 +68,7 @@ private:
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std::array<vk::Image, 2> images;
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std::array<vk::Image, 2> images;
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std::array<vk::ImageAspectFlags, 2> aspects;
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std::array<vk::ImageAspectFlags, 2> aspects;
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RenderPass pass{};
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RenderPass pass{};
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u32 num_draws{};
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};
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};
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} // namespace Vulkan
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} // namespace Vulkan
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