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render: share layouts with sampled attachments
Co-authored-by: DeathWhispers <56944463+Death-Whispers-U@users.noreply.github.com>
This commit is contained in:
@@ -8506,9 +8506,7 @@ public:
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Require(name, "early writable alias retention",
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texture_cache.GetImage(storage_id).backing.state.access_mask ==
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(vk::AccessFlagBits2::eShaderRead |
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vk::AccessFlagBits2::eShaderWrite |
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vk::AccessFlagBits2::eColorAttachmentRead |
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vk::AccessFlagBits2::eColorAttachmentWrite),
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vk::AccessFlagBits2::eShaderWrite),
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"a later sampled alias dropped an earlier storage write access");
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RenderExecutorTestAccess::ResetBindings(executor);
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@@ -8559,9 +8557,7 @@ public:
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vk::ImageLayout::eGeneral &&
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texture_cache.GetImage(storage_id).backing.state.access_mask ==
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(vk::AccessFlagBits2::eShaderRead |
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vk::AccessFlagBits2::eShaderWrite |
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vk::AccessFlagBits2::eColorAttachmentRead |
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vk::AccessFlagBits2::eColorAttachmentWrite),
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vk::AccessFlagBits2::eShaderWrite),
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"sampled/storage aliases did not retain the promoted general "
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"layout and writable access in both generated descriptors");
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RenderExecutorTestAccess::ResetBindings(executor);
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@@ -8925,6 +8921,82 @@ public:
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"view followed the D32 backing");
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RenderExecutorTestAccess::ResetBindings(executor);
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auto shared_depth_descriptor = sampled_depth_descriptor;
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shared_depth_descriptor.fields[0] =
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static_cast<uint32_t>(phased_depth_address >> 8u);
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shared_depth_descriptor.fields[1] =
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static_cast<uint32_t>(phased_depth_address >> 40u) |
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(static_cast<uint32_t>(Prospero::BufferFormat::k32UInt) << 20u);
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shared_depth_descriptor.fields[2] = 0;
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ShaderRecompiler::IR::DescriptorValue shared_depth_value{};
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std::copy(std::begin(shared_depth_descriptor.fields),
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std::end(shared_depth_descriptor.fields),
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shared_depth_value.dwords.begin());
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shared_depth_value.dword_count = 8;
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ShaderStageRuntime shared_depth_vertex{&vertex_sampled_info, {}};
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ShaderStageRuntime shared_depth_pixel{&sampled_info, {}};
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shared_depth_vertex.resources.images.push_back(shared_depth_value);
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shared_depth_pixel.resources.images.push_back(shared_depth_value);
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for (const bool stencil_write : {true, false}) {
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registers.SetDepthRenderTarget(phased_depth_target);
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registers.SetRenderControl({});
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registers.SetDepthControl(read_only_depth_control);
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HW::StencilControl shared_stencil_control{};
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shared_stencil_control.stencil_zpass =
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static_cast<uint8_t>(Prospero::StencilOp::kReplaceTest);
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registers.SetStencilControl(shared_stencil_control);
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HW::StencilMask shared_stencil_mask{};
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shared_stencil_mask.stencil_testval = 0x20;
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shared_stencil_mask.stencil_mask = 0xff;
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shared_stencil_mask.stencil_writemask = stencil_write ? 0xf4 : 0;
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registers.SetStencilMask(shared_stencil_mask);
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RenderDepthInfo shared_depth{};
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RenderExecutorTestAccess::ResolveRenderDepthTarget(
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executor, 1, scheduler.Current(), shared_depth);
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auto shared_bindings =
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RenderExecutorTestAccess::PrepareGraphicsBindings(
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executor, shared_depth_vertex, shared_depth_pixel, true);
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const auto shared_rendering =
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RenderExecutorTestAccess::AcquireRenderTargets(
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executor, scheduler.Current(), &no_color, 0, shared_depth);
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descriptor_pipelines.push_back(RenderExecutorTestAccess::CommitBindings(
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executor, scheduler.Current(), shared_bindings.vertex,
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*shared_bindings.pixel));
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const auto expected_layout =
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stencil_write
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? vk::ImageLayout::eDepthReadOnlyStencilAttachmentOptimal
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: vk::ImageLayout::eDepthStencilReadOnlyOptimal;
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const auto expected_access =
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vk::AccessFlagBits2::eShaderRead |
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vk::AccessFlagBits2::eDepthStencilAttachmentRead |
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(stencil_write ? vk::AccessFlagBits2::eDepthStencilAttachmentWrite
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: vk::AccessFlags2{});
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const auto &shared_image = texture_cache.GetImage(shared_depth.image_id);
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const auto &vertex_image = shared_bindings.vertex.resources.images[0];
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const auto &pixel_image = shared_bindings.pixel->resources.images[0];
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Require(name, "sampled depth and stencil attachment layout",
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shared_depth.image_id == phased_depth.image_id &&
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vertex_image.image_id == shared_depth.image_id &&
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pixel_image.image_id == shared_depth.image_id &&
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MakeImageInfo(vertex_image).imageLayout == expected_layout &&
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MakeImageInfo(pixel_image).imageLayout == expected_layout &&
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shared_rendering.depth_stencil_attachment.image_layout ==
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expected_layout &&
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shared_image.backing.state.layout == expected_layout &&
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shared_image.backing.state.access_mask == expected_access,
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"a shader alias replaced the depth/stencil attachment layout "
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"or dropped an attachment access");
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scheduler.BeginRendering(shared_rendering);
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scheduler.EndRendering();
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RenderExecutorTestAccess::ResetBindings(executor);
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Require(name, "attachment binding reset",
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!shared_image.binding.is_target &&
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shared_image.binding.attachment_layout ==
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vk::ImageLayout::eUndefined &&
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!shared_image.binding.attachment_access,
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"attachment usage leaked into the next draw");
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}
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auto video_subresource =
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make_target_desc(base + 0x20000, target_mip_size, {1, 1, 1});
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video_subresource.type = BindingType::VideoOut;
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