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author | Jason Ekstrand <[email protected]> | 2020-03-26 10:32:03 -0500 |
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committer | Marge Bot <[email protected]> | 2020-04-28 22:45:39 +0000 |
commit | e63c662c26a6abfab5abf03a1646a236d6d730c0 (patch) | |
tree | 10f4c5851c91a827d233c3919f5cbca65280bb03 /include/HaikuGL | |
parent | 30016f6e829a96782b13cfe2a31e8ff21f1dfa4a (diff) |
anv: Use anv_layout_to_aux_usage for color during render passes
Previously, we tried to treat color image layouts as a special case
during render passes. This is largely an artifact of history as our
initial understanding of Vulkan placed much more emphasis on render
passes than our current understanding. The only real practical use for
magic layouts in the middle of a render pass, as far as I can tell, is
to allow more clear colors to get passed through to input attachments.
However, most apps aren't very creative with their clear colors and very
few of them (none coming from DXVK) actually use render passes in any
interesting way. Therefore, the risk of being able to pass fewer clear
colors through to input attachments should be minimal.
There are, however, three very big advantages to this change:
1. We are now consistent in our handling of aux usage and layouts
between color and depth/stencil.
2. We are now actually following the layout guidelines from the app and
aren't nearly as likely to see strange behavior due to us overriding
the image layouts manually.
3. It's more obviously correct. While I think our old render pass code
was probably correct, it was full of corner cases and it's very
possible that it was behaving badly in weird ways. This follows the
Vulkan API much more blindly and, as such, is more likely to be
correct and behave the same as other implementations.
Reviewed-by: Rafael Antognolli <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4393>
Diffstat (limited to 'include/HaikuGL')
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