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Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/TextureCache.cpp38
1 files changed, 29 insertions, 9 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/TextureCache.cpp b/Source/Core/VideoBackends/Vulkan/TextureCache.cpp
index 67faf980ea..6f6e46fff9 100644
--- a/Source/Core/VideoBackends/Vulkan/TextureCache.cpp
+++ b/Source/Core/VideoBackends/Vulkan/TextureCache.cpp
@@ -152,9 +152,19 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntryBase* entry, u32 dst_level, con
u32 aligned_width, u32 aligned_height, u32 row_stride,
const u8* palette, TlutFormat palette_format)
{
- m_texture_converter->DecodeTexture(static_cast<TCacheEntry*>(entry), dst_level, data, data_size,
- format, width, height, aligned_width, aligned_height,
- row_stride, palette, palette_format);
+ // Group compute shader dispatches together in the init command buffer. That way we don't have to
+ // pay a penalty for switching from graphics->compute, or end/restart our render pass.
+ VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
+ m_texture_converter->DecodeTexture(command_buffer, static_cast<TCacheEntry*>(entry), dst_level,
+ data, data_size, format, width, height, aligned_width,
+ aligned_height, row_stride, palette, palette_format);
+
+ // Last mip level? Ensure the texture is ready for use.
+ if (dst_level == (entry->config.levels - 1))
+ {
+ static_cast<TCacheEntry*>(entry)->GetTexture()->TransitionToLayout(
+ command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ }
}
void TextureCache::CopyTextureRectangle(TCacheEntry* dst_texture,
@@ -207,7 +217,8 @@ void TextureCache::ScaleTextureRectangle(TCacheEntry* dst_texture,
_assert_msg_(VIDEO, dst_texture->config.rendertarget,
"Destination texture for partial copy is not a rendertarget");
- // Render pass expects dst_texture to be in SHADER_READ_ONLY state.
+ // Render pass expects dst_texture to be in COLOR_ATTACHMENT_OPTIMAL state.
+ // src_texture should already be in SHADER_READ_ONLY state, but transition in case (XFB).
src_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
dst_texture->GetTexture()->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
@@ -363,8 +374,9 @@ void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_l
// should insert an explicit pipeline barrier just in case (done by TransitionToLayout).
//
// We transition to TRANSFER_DST, ready for the image copy, and leave the texture in this state.
- // This is so that the remaining mip levels can be uploaded without barriers, and then when the
- // texture is used, it can be transitioned to SHADER_READ_ONLY (see TCacheEntry::Bind).
+ // When the last mip level is uploaded, we transition to SHADER_READ_ONLY, ready for use. This is
+ // because we can't transition in a render pass, and we don't necessarily know when this texture
+ // is going to be used.
m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
@@ -430,6 +442,13 @@ void TextureCache::TCacheEntry::Load(u32 level, u32 width, u32 height, u32 row_l
vkCmdCopyBufferToImage(g_command_buffer_mgr->GetCurrentInitCommandBuffer(), upload_buffer,
m_texture->GetImage(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
&image_copy);
+
+ // Last mip level? We shouldn't be doing any further uploads now, so transition for rendering.
+ if (level == (config.levels - 1))
+ {
+ m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentInitCommandBuffer(),
+ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ }
}
void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRectangle& src_rect,
@@ -497,7 +516,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool is_depth_copy, const EFBRe
// Transition the EFB back to its original layout.
src_texture->TransitionToLayout(command_buffer, original_layout);
- // Render pass transitions texture to SHADER_READ_ONLY.
+ // Ensure texture is in SHADER_READ_ONLY layout, ready for usage.
m_texture->TransitionToLayout(command_buffer, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
@@ -518,8 +537,9 @@ void TextureCache::TCacheEntry::CopyRectangleFromTexture(const TCacheEntryBase*
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
- m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
- VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ // Texture should always be in SHADER_READ_ONLY layout prior to use.
+ // This is so we don't need to transition during render passes.
+ _assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
}