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  • Hash : e50351cb
    Author : Shahbaz Youssefi
    Date : 2022-06-10T22:28:58

    Vulkan: Don't close render pass on framebuffer fetch
    
    For applications that use framebuffer fetch in the same RP as
    non-fetch programs, we can save some extra RenderPasses by always
    creating our RP objects with input attachments enabled.  This works
    almost identically except for needing to use the images in a
    "GENERAL" layout instead of "COLOR_ATTACHMENT_OPTIMAL".  According
    to partners it is possible to achieve performance parity even with
    GENERAL layout.
    
    To remove any potential negative impacts of using the GENERAL layout,
    the context enters this always-framebuffer-fetch mode only and as soon
    as a framebuffer fetch program is created.  Applications that don't use
    framebuffer fetch are thus unaffected.
    
    This eliminates 20 render passes in the Genshin Impact trace (out of
    about 58).  On a Pixel 6 the resulting benchmark score speeds up by
    ~25%.  For Real Racing 3, the speed up is ~30%.
    
    Based on change by jmadill@chromium.org
    
    Bug: angleproject:7375
    Change-Id: Ib6c73e95d06229f8545d502b388ee2a55a582323
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3697308
    Reviewed-by: Charlie Lao <cclao@google.com>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    

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