Commit Graph

339 Commits (main)

Author SHA1 Message Date
cosmonaut b78d01592b memory system tweaks
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2024-02-11 15:56:53 -08:00
cosmonaut c99b4cdfa1 fix incorrect flag bit
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2024-01-31 14:47:01 -08:00
cosmonaut 2803e6d94e force ignore device-local property if allocation failed
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2024-01-31 14:36:02 -08:00
cosmonaut 30b5f1dd21 user-requested buffers are no longer host-visible
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2024-01-31 14:26:40 -08:00
cosmonaut 4ce2d80f80 Intel doesn't like 1 byte buffers
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2024-01-19 10:19:23 -08:00
cosmonaut 27e9c741f8 1.15.4
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2024-01-15 22:34:31 -08:00
cosmonaut c10ca98ccd Remove some unused variables
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2024-01-15 22:25:27 -08:00
cosmonaut d441424b7c Fix ANY_SHADER_READ_SAMPLED_IMAGE sync hazard
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2024-01-15 21:41:36 -08:00
cosmonaut 55c77def69 Revert "Fix potential sync hazards (#49)"
This reverts commit 20636ec951.
2024-01-15 21:38:37 -08:00
cosmonaut 2634359b48 Texture size calculation fixes
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2024-01-15 16:36:56 -08:00
cosmonaut 56e3eb2af5 1.15.3
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2024-01-15 12:47:49 -08:00
cosmonaut 859fc3b9fa fix UBO buffer size
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2024-01-13 23:45:07 -08:00
cosmonaut 05350a9332 UBO offsets should respect alignment
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2024-01-13 23:39:58 -08:00
cosmonaut 760c29699f 1.15.2
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2024-01-12 18:10:11 -08:00
cosmonaut 20636ec951 Fix potential sync hazards (#49)
We now do certain image layout transitions in the render pass instead of a barrier in EndRenderPass.

There is also an additional barrier on buffer uploads to prevent write-after-write hazard. It's a kludge on the fact that we're only tracking the most recent resource access.

Reviewed-on: #49
2024-01-12 18:10:11 -08:00
cosmonaut 7297eba889 Uniform buffers are now slices of dedicated allocs (#48)
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This should fix an issue where draw calls could flicker if a defrag was in progress and a uniform buffer was being used.

Uniform buffer "pools" are now just a single dedicated VulkanBuffer, and the uniform buffer objects are offsets into that buffer.

Reviewed-on: #48
2024-01-13 01:41:12 +00:00
cosmonaut b72b0b5fde fix path quotes in shadercompiler
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2024-01-11 16:26:08 -08:00
cosmonaut fa92e9e08a change dummy uniform buffer size to 1
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2023-12-08 12:49:46 -08:00
cosmonaut 483c07f3a8 Vulkan: fix dummy UBOs becoming invalid after defrag
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2023-12-05 12:22:40 -08:00
cosmonaut f01d5d817a Vulkan: fix some missed cleanup in DestroyDevice
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2023-12-04 17:28:25 -08:00
cosmonaut 17aae46eae revert OSX deployment target to 10.9
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2023-12-04 16:37:22 -08:00
cosmonaut 1b3e954da8 change render pass barriers to read-write
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2023-11-09 11:00:19 -08:00
Evan Hemsley 0989e45f88 MoltenVK support
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2023-10-14 22:14:00 -07:00
Evan Hemsley 6e6fec5224 bump OSX version to 10.15
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2023-10-14 20:46:22 -07:00
cosmonaut 34b2e437de 1.15.1
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2023-10-12 11:18:37 -07:00
cosmonaut d69bbbe818 fix Vulkan SDK include on Windows
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2023-10-12 11:11:44 -07:00
cosmonaut 54a8ff122c Fix uniform buffers not tracking correctly 2023-10-12 11:11:27 -07:00
TheSpydog a15e26b124 Update Driver Template + Window Crash Fix (#46)
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Some minor stuff that's cropped up from the D3D11 work so far. This PR updates the Driver_Template with the latest API, and also fixes a crash in the Vulkan driver -- if you acquired a swapchain texture from a window that had been destroyed, there was no null check before de-referencing the WindowData.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #46
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-09-30 17:50:48 +00:00
cosmonaut 172fa83417 1.15.0
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2023-09-18 23:12:01 -07:00
cosmonaut a3949528eb Fence API (#45)
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Reviewed-on: #45
2023-09-19 06:11:20 +00:00
cosmonaut f55968814f 1.14.1
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2023-07-31 16:14:53 -07:00
cosmonaut c978df6275 remove unused variables
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2023-07-31 16:12:20 -07:00
cosmonaut de42163673 rework Vulkan device selection and initialization
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2023-07-31 16:06:47 -07:00
cosmonaut 4f412b5c15 fix refreshc breaking on file paths with spaces
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2023-07-03 15:35:11 -07:00
cosmonaut c3a5d9f417 enable independentBlend feature
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2023-06-16 15:00:47 -07:00
cosmonaut 9631dc9f83 1.14.0
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2023-06-07 14:13:21 -07:00
cosmonaut 5a2b07097a SetTextureDataYUV rework (#44)
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Reviewed-on: #44
2023-06-07 20:59:55 +00:00
cosmonaut 1f9f7e0939 Memory Management Rewrite (#41)
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Various changes to reduce and optimize memory usage.

- Defragmenter
- Allocate 4 16MB transfer buffers for pool
- If transfer is larger than 16MB, create temporary transfer buffer
- Fixed some issues with CopyTextureToTexture

Reviewed-on: #41
2023-05-18 23:43:11 +00:00
cosmonaut 4df0459b04 1.13.0
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2023-04-18 23:43:59 -07:00
cosmonaut 0f29bf03e9 Remove qoi.h
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2023-04-18 23:43:23 -07:00
cosmonaut 74909b49c3 Redesign image API to be format agnostic (#40)
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2023-04-19 06:42:44 +00:00
cosmonaut 3f5fe1ff67 1.12.0
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2023-04-03 17:15:14 -07:00
cosmonaut 3fc743ce28 Add support for QOI format and reading images from memory (#39)
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Reviewed-on: #39
2023-04-04 00:14:20 +00:00
cosmonaut 153c3c3c60 add missing texture formats to size function
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2023-02-27 09:54:26 -08:00
cosmonaut decddae384 Fix MultipleThreads error on command buffer reset
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2023-02-14 12:26:39 -08:00
cosmonaut 2d66ec775b 1.11.0
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2023-02-07 12:26:46 -08:00
cosmonaut 8be8ce1062 shader output name includes shader type
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2023-02-03 15:06:14 -08:00
cosmonaut 8eebd9c744 refreshc publish AOT 2023-02-03 15:05:53 -08:00
TheSpydog 1f2aaeed9f add msaa support for depth textures (#38)
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Depth textures handle MSAA differently than color textures do, because there's no need for a resolve texture. This means the root VulkanTexture can have the sample count instead of needing an additional `msaaTex`.

This changeset also fixes a bug where the depth buffer wasn't getting cleared if there were MSAA color attachments.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #38
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-31 20:30:05 +00:00
TheSpydog 6439516835 ABI break: Textures now have a sample count, not render passes (#37)
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This change makes Refresh behave more like FNA and other rendering APIs, where user-side textures have a sample count instead of generating MSAA RTs on the fly.

This should theoretically reduce memory consumption since subresource views no longer generate their own MSAA textures. Instead, each texture with a sample count > 1 now has a reference to an MSAA texture baked into the root texture itself, so views can just reference that.

This also simplifies VulkanRenderTarget significantly, to the point where it's just a wrapper around VkImageView. We could probably remove the abstraction entirely at this point.

Since VkRenderPass objects still require knowing the sample count, we can use the first bound texture's sample count. This means users only have to specify sample count in two places -- the graphics pipeline, and the texture. Easy enough.

I also noticed and fixed a bug with clear values with MSAA levels > 1.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #37
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-30 18:22:16 +00:00