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[Impeller] cache MSAA texture in swapchain for devices that do not support memoryless. #43349
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@@ -30,12 +30,19 @@ class SwapchainImageVK final : public TextureSourceVK { | |
| // |TextureSourceVK| | ||
| vk::Image GetImage() const override; | ||
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| std::shared_ptr<Texture> GetMSAATexture() const; | ||
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| bool HasMSAATexture() const; | ||
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| // |TextureSourceVK| | ||
| vk::ImageView GetImageView() const override; | ||
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| void SetMSAATexture(std::shared_ptr<Texture> msaa_tex); | ||
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| private: | ||
| vk::Image image_ = VK_NULL_HANDLE; | ||
| vk::UniqueImageView image_view_ = {}; | ||
| std::shared_ptr<Texture> msaa_tex_; | ||
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Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is rough as these textures are huge. We should measure memory usage but I doubt we can use the Vulkan backend in this instance. This is just the the swapchain images. These will add up for intermediates as well. If this is to stabilize the benchmarks, its fine I suppose. But we should then find a device to put in the lab that does support lazily allocated images.
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yeah, I'd like to punt on whether or not we decided to ship Vulkan on these devices. We'll likely learn even more once we actually attempt the Vulkan to GL texture interop. Though for the short term, we must keep something on CI using Vulkan and I don't think we have any other devices.
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Couldn't we use a different AA than MSAA, like fxaa? |
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| bool is_valid_ = false; | ||
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| FML_DISALLOW_COPY_AND_ASSIGN(SwapchainImageVK); | ||
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