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author | Niklas Haas <git@haasn.xyz> | 2017-09-26 23:47:20 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-09-26 23:50:01 +0200 |
commit | 0ba6c7d73f2886b23ca2c5e7d09296140bf84f35 (patch) | |
tree | b9c0ca7d37de9e5f7f80441f675e374d54d46ae3 /common/global.h | |
parent | dc5fcced233ac4c9f2d644cbfc246644a095f673 (diff) | |
download | mpv-0ba6c7d73f2886b23ca2c5e7d09296140bf84f35.tar.bz2 mpv-0ba6c7d73f2886b23ca2c5e7d09296140bf84f35.tar.xz |
vo_gpu: vulkan: optimize redundant pipeline barriers
Using renderpass layout transitions is more optimal and doesn't require
a redundant pipeline barrier.
Since our render passes are static and don't change throughout the
lifetime of a ra_renderpass, we unfortunately don't have much
flexibility here - so just hard-code SHADER_READ_ONLY_OPTIMAL as the
output format as this will be the most common case.
We also can't short-circuit the transition when we need to preserve the
framebuffer contents, since that depends on the current layout; so we
still use an explicit tex_barrier in this case. (Most optimal for this
scenario would be an input attachment anyway)
Diffstat (limited to 'common/global.h')
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