Remove redundant explicit clears in the Vulkan RD

This commit is contained in:
Pedro J. Estébanez 2023-11-30 09:46:24 +01:00
parent d76c1d0e51
commit 4964d9a083
2 changed files with 67 additions and 38 deletions

View file

@ -6841,24 +6841,24 @@ Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebu
return OK; return OK;
} }
Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures) { Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region) {
VkRenderPassBeginInfo render_pass_begin; VkRenderPassBeginInfo render_pass_begin;
render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; render_pass_begin.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
render_pass_begin.pNext = nullptr; render_pass_begin.pNext = nullptr;
render_pass_begin.renderPass = render_pass; render_pass_begin.renderPass = render_pass;
render_pass_begin.framebuffer = vkframebuffer; render_pass_begin.framebuffer = vkframebuffer;
/*
* Given how API works, it makes sense to always fully operate on the whole framebuffer. if (p_constrained_to_region) {
* This allows better continue operations for operations like shadowmapping. render_pass_begin.renderArea.extent.width = viewport_size.width;
render_pass_begin.renderArea.extent.width = viewport_size.width; render_pass_begin.renderArea.extent.height = viewport_size.height;
render_pass_begin.renderArea.extent.height = viewport_size.height; render_pass_begin.renderArea.offset.x = viewport_offset.x;
render_pass_begin.renderArea.offset.x = viewport_offset.x; render_pass_begin.renderArea.offset.y = viewport_offset.y;
render_pass_begin.renderArea.offset.y = viewport_offset.y; } else {
*/ render_pass_begin.renderArea.extent.width = framebuffer->size.width;
render_pass_begin.renderArea.extent.width = framebuffer->size.width; render_pass_begin.renderArea.extent.height = framebuffer->size.height;
render_pass_begin.renderArea.extent.height = framebuffer->size.height; render_pass_begin.renderArea.offset.x = 0;
render_pass_begin.renderArea.offset.x = 0; render_pass_begin.renderArea.offset.y = 0;
render_pass_begin.renderArea.offset.y = 0; }
Vector<VkClearValue> clear_values; Vector<VkClearValue> clear_values;
clear_values.resize(framebuffer->texture_ids.size()); clear_values.resize(framebuffer->texture_ids.size());
@ -7008,6 +7008,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
Point2i viewport_offset; Point2i viewport_offset;
Point2i viewport_size = framebuffer->size; Point2i viewport_size = framebuffer->size;
bool constrained_to_region = false;
bool needs_clear_color = false; bool needs_clear_color = false;
bool needs_clear_depth = false; bool needs_clear_depth = false;
@ -7022,21 +7023,30 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
viewport_offset = regioni.position; viewport_offset = regioni.position;
viewport_size = regioni.size; viewport_size = regioni.size;
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
needs_clear_color = true; // If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
p_initial_color_action = INITIAL_ACTION_CONTINUE; // and we constrain the render area to the region.
} if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) { constrained_to_region = true;
needs_clear_depth = true; p_initial_color_action = INITIAL_ACTION_CLEAR;
p_initial_depth_action = INITIAL_ACTION_CONTINUE; p_initial_depth_action = INITIAL_ACTION_CLEAR;
} } else {
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) { if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
needs_clear_color = true; needs_clear_color = true;
p_initial_color_action = INITIAL_ACTION_KEEP; p_initial_color_action = INITIAL_ACTION_CONTINUE;
} }
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) { if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
needs_clear_depth = true; needs_clear_depth = true;
p_initial_depth_action = INITIAL_ACTION_KEEP; p_initial_depth_action = INITIAL_ACTION_CONTINUE;
}
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
needs_clear_color = true;
p_initial_color_action = INITIAL_ACTION_KEEP;
}
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
needs_clear_depth = true;
p_initial_depth_action = INITIAL_ACTION_KEEP;
}
} }
} }
@ -7063,7 +7073,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
ERR_FAIL_COND_V(err != OK, INVALID_ID); ERR_FAIL_COND_V(err != OK, INVALID_ID);
VkCommandBuffer command_buffer = frames[frame].draw_command_buffer; VkCommandBuffer command_buffer = frames[frame].draw_command_buffer;
err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures); err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, command_buffer, VK_SUBPASS_CONTENTS_INLINE, p_storage_textures, constrained_to_region);
if (err != OK) { if (err != OK) {
return INVALID_ID; return INVALID_ID;
@ -7079,6 +7089,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
draw_list_current_subpass = 0; draw_list_current_subpass = 0;
if (needs_clear_color || needs_clear_depth) { if (needs_clear_color || needs_clear_depth) {
DEV_ASSERT(!constrained_to_region);
_draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil); _draw_list_insert_clear_region(draw_list, framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
} }
@ -7117,6 +7128,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
Point2i viewport_offset; Point2i viewport_offset;
Point2i viewport_size = framebuffer->size; Point2i viewport_size = framebuffer->size;
bool constrained_to_region = false;
bool needs_clear_color = false; bool needs_clear_color = false;
bool needs_clear_depth = false; bool needs_clear_depth = false;
@ -7132,13 +7144,29 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
viewport_offset = regioni.position; viewport_offset = regioni.position;
viewport_size = regioni.size; viewport_size = regioni.size;
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) { // If clearing regions both in color and depth, we can switch to a fast path where we let Vulkan to the clears
needs_clear_color = true; // and we constrain the render area to the region.
p_initial_color_action = INITIAL_ACTION_KEEP; if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION && p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
} constrained_to_region = true;
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) { p_initial_color_action = INITIAL_ACTION_CLEAR;
needs_clear_depth = true; p_initial_depth_action = INITIAL_ACTION_CLEAR;
p_initial_depth_action = INITIAL_ACTION_KEEP; } else {
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
needs_clear_color = true;
p_initial_color_action = INITIAL_ACTION_CONTINUE;
}
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION_CONTINUE) {
needs_clear_depth = true;
p_initial_depth_action = INITIAL_ACTION_CONTINUE;
}
if (p_initial_color_action == INITIAL_ACTION_CLEAR_REGION) {
needs_clear_color = true;
p_initial_color_action = INITIAL_ACTION_KEEP;
}
if (p_initial_depth_action == INITIAL_ACTION_CLEAR_REGION) {
needs_clear_depth = true;
p_initial_depth_action = INITIAL_ACTION_KEEP;
}
} }
} }
@ -7164,7 +7192,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE); ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer; VkCommandBuffer frame_command_buffer = frames[frame].draw_command_buffer;
err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures); err = _draw_list_render_pass_begin(framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, viewport_offset, viewport_size, vkframebuffer, render_pass, frame_command_buffer, VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS, p_storage_textures, constrained_to_region);
if (err != OK) { if (err != OK) {
return ERR_CANT_CREATE; return ERR_CANT_CREATE;
@ -7184,6 +7212,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
} }
if (needs_clear_color || needs_clear_depth) { if (needs_clear_color || needs_clear_depth) {
DEV_ASSERT(!constrained_to_region);
_draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil); _draw_list_insert_clear_region(&draw_list[0], framebuffer, viewport_offset, viewport_size, needs_clear_color, p_clear_color_values, needs_clear_depth, p_clear_depth, p_clear_stencil);
} }

View file

@ -931,7 +931,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil); void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count); Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures); Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region);
_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id); _FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier); Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass); Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);