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Vulkan: Don't merge render passes where the second one begins with a clear.
God of War optimization survives this check, thankfully. Force Unleashed doesn't, but meh, it's not as bad there anyway.
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1 changed files with 4 additions and 1 deletions
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@ -776,7 +776,10 @@ void VulkanQueueRunner::ApplyRenderPassMerge(std::vector<VKRStep *> &steps) {
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if (steps[j]->dependencies.contains(touchedFramebuffers)) {
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goto done_fb;
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}
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if (steps[j]->render.framebuffer == fb) {
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if (steps[j]->render.framebuffer == fb &&
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steps[j]->render.color != VKRRenderPassAction::CLEAR &&
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steps[j]->render.depth != VKRRenderPassAction::CLEAR &&
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steps[j]->render.stencil != VKRRenderPassAction::CLEAR) {
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// ok. Now, if it's a render, slurp up all the commands
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// and kill the step.
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// Also slurp up any pretransitions.
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