Vulkan: Experimental fix for self-dependency barriers during render pass. (performance testing needed) #431
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This change ends the current render pass when cemu detects a self-dependency within it. This fixes #267.
However the performance implications of separating the draw calls into multiple render passes and the broader barriers are unknown.
My test in breath of the wild showed an acceptable reduction in worst %.1 framerate from 69.7fps to 56.3fps. with 97th percentile being down only 2 fps from 102 to 100.(Bad testing methodology)Different GPUs/OS's/drivers may get different outcomes so this change requires performance testing.
Accurate barriers must be enabled for this to work