Vulkan: Enable renderpass merging for all games#12462
Conversation
unknownbrackets
left a comment
There was a problem hiding this comment.
Hm. Do we need to add dst to touchedFramebuffers in the VKRStepType::COPY and VKRStepType::BLIT cases? Hopefully a rare case. Can't remember if there was a reason this wasn't needed...
It'd be interesting to expose a debug statistic of renderpasses per frame this reduces.
-[Unknown]
|
If you enable the GPU profiler, you can see by looking at the list how many renderpasses were reduced away (though they'll look the same as renderpasses that we already removed through clear elimination). So yeah, an actual number could be nice too indeed. Regarding touchedFramebuffers, I'll have a look and think about it. |
…9 for GoW games). A number of other games can also benefit.
…, fix some bugs around that.
d5f5b1c to
26ab81c
Compare
|
Alright, I think this is ready now. Adding the copy/blit destinations to touchedFramebuffers does not hurt the optimization in the God of War games. |
Was introduced in 1.9 for GoW games, but some other games can also benefit (for example Star Wars - The Force Unleashed).
This should have no visible side effects if it's correct (which I believe it is), so why not just enable it globally. If we do find problems with this, they should be fixed instead of disabling it again.