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gpu: drop global barriers for PM4 flush events and releases, ordering buffer-writing draws like dispatches
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@@ -1227,6 +1227,20 @@ void RenderExecutor::ExecutePreparedDraw(uint64_t submit_id, CommandBuffer& buff
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dynamic_state.SetAttachmentFeedbackLoopAspects(feedback_aspects);
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dynamic_state.Commit(m_context.GetGraphics(), vk_buffer);
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vk::PipelineStageFlags shader_write_stages = {};
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for (const auto& stage: vertex_stages) {
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if (HasShaderBufferWrites(stage.stage)) {
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shader_write_stages |= ShaderPipelineStages(NativeShaderStage(stage.logical_stage));
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}
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}
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if (state.ps_active && HasShaderBufferWrites(state.ps_input_info.stage)) {
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shader_write_stages |= vk::PipelineStageFlagBits::eFragmentShader;
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}
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if (shader_write_stages) {
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// As for dispatches, buffer writes wait for earlier accesses to the memory.
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m_context.GetCommandScheduler().EndRendering();
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ShaderWriteHazardBarrier(vk_buffer, shader_write_stages);
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}
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LogDrawPhase(draw.Name(), "BeginRendering");
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if (!draw.IsIndexed()) {
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SetDrawDebugPhase(buffer, submit_id, draw, 0x400u);
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@@ -1247,15 +1261,6 @@ void RenderExecutor::ExecutePreparedDraw(uint64_t submit_id, CommandBuffer& buff
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if (!draw.IsIndexed()) {
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SetDrawDebugPhase(buffer, submit_id, draw, 0x600u);
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}
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vk::PipelineStageFlags shader_write_stages = {};
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for (const auto& stage: vertex_stages) {
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if (HasShaderBufferWrites(stage.stage)) {
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shader_write_stages |= ShaderPipelineStages(NativeShaderStage(stage.logical_stage));
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}
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}
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if (state.ps_active && HasShaderBufferWrites(state.ps_input_info.stage)) {
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shader_write_stages |= vk::PipelineStageFlagBits::eFragmentShader;
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}
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if (shader_write_stages) {
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m_context.GetCommandScheduler().EndRendering();
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ShaderWriteBarrier(vk_buffer, shader_write_stages);
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