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vk: Don't load depth-stencil textures on the transfer queue
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0c94606fcf
commit
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@ -867,11 +867,27 @@ namespace vk
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static const vk::command_buffer& prepare_for_transfer(const vk::command_buffer& primary_cb, vk::image* dst_image, rsx::flags32_t& flags)
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{
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const vk::command_buffer* pcmd = nullptr;
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if (flags & image_upload_options::upload_contents_async)
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AsyncTaskScheduler* async_scheduler = (flags & image_upload_options::upload_contents_async)
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? std::addressof(g_fxo->get<AsyncTaskScheduler>())
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: nullptr;
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if (async_scheduler && (dst_image->aspect() & (VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT)))
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{
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auto& async_scheduler = g_fxo->get<AsyncTaskScheduler>();
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auto async_cmd = async_scheduler.get_current();
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auto pdev = vk::get_current_renderer();
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if (pdev->get_graphics_queue_family() != pdev->get_transfer_queue_family()) [[ likely ]]
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{
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// According to spec, we cannot call vkCopyBufferToImage on a queue that does not support VK_QUEUE_GRAPHICS_BIT (VUID-vkCmdCopyBufferToImage-commandBuffer-07737)
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// AMD doesn't care about this, but NVIDIA will crash if you try to cheat.
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// We can just disable it for this case - it is actually very rare to upload depth-stencil stuff from CPU and RDB already uses inline uploads
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flags &= ~image_upload_options::upload_contents_async;
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async_scheduler = nullptr;
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}
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}
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const vk::command_buffer* pcmd = nullptr;
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if (async_scheduler)
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{
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auto async_cmd = async_scheduler->get_current();
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async_cmd->begin();
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pcmd = async_cmd;
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@ -882,7 +898,7 @@ namespace vk
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// Queue transfer stuff. Must release from primary if owned and acquire in secondary.
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// Ignore queue transfers when running in the hacky "fast" mode. We're already violating spec there.
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if (dst_image->current_layout != VK_IMAGE_LAYOUT_UNDEFINED && async_scheduler.is_host_mode())
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if (dst_image->current_layout != VK_IMAGE_LAYOUT_UNDEFINED && async_scheduler->is_host_mode())
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{
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// Release barrier
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dst_image->queue_release(primary_cb, pcmd->get_queue_family(), dst_image->current_layout);
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