Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.#16099
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…al buffers etc. Pretty small impact, but good to do. An interesting extension of this would upconvert framebuffers in the FramebufferManager to have a depth buffer the first time depth is used on them, but this doesn't do that yet.
unknownbrackets
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Sep 24, 2022
| CreateImage(vulkan_, initCmd, depth, width, height, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false, tag); | ||
| vulkan_->SetDebugName(depth.image, VK_OBJECT_TYPE_IMAGE, StringFromFormat("fb_depth_%s", tag).c_str()); | ||
| } else { | ||
| NOTICE_LOG(G3D, "creating target without depth: %dx%d", _width, _height); |
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Maybe should reduce level or remove?
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Yeah that wasn't meant to be committed, oops...
…, for fb clut + fb texture. Plus a couple asserts.
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Pretty small memory savings, but good to do and pretty easy now. Other backends already do this.
An interesting extension of this would upconvert framebuffers in the FramebufferManager to have a depth buffer the first time depth is used on them, but this doesn't do that yet.