continuous-integration/drone/push Build is passingDetails
Fixes a validation error when attempting to draw multiple primitives via an indirect draw call. Adds some documentation for how indirect draw buffers should be set up.
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #30
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
continuous-integration/drone/push Build is passingDetails
This makes the order of VULKAN_Submit consistent with VULKAN_Wait.
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #28
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
continuous-integration/drone/push Build is passingDetails
**Breaking API Changes**
* Removed `REFRESH_SAMPLECOUNT_16/32/64`, since hardware support for these sample counts is generally poor (and completely non-existent with MoltenVK and certain consoles).
* Removed unused `sampleCount` parameter from `Refresh_TextureCreateInfo`.
* Removed `sampleCount` parameter from `Refresh_ColorAttachmentDescription`. The existence of this parameter meant you had to sync up three different sample count values (render pass, pipeline, and color attachment description) whenever you wanted to use multisampling. However, Vulkan requires that all color attachments in a given pipeline _must_ match the pipeline's sample count anyway, so we can assume all color attachments will use the pipeline's sample count.
* Removed the `renderArea` parameter from `Refresh_BeginRenderPass()` since it didn't serve much practical purpose and slightly complicated things on the MoonWorks managed side.
**Behavior Changes**
* When creating a render pass or graphics pipeline, the requested multisample count will be converted into a sample count that's actually supported by the GPU. For example, if you request 8x MSAA on a device that only supports up to 4x MSAA, it will silently fall back to 4x MSAA.
* All color attachments are now forced to have an internal store op of `STORE`, even if `REFRESH_STORE_OP_DONTCARE` is specified. The one exception is internal multisample textures -- if `DONTCARE` is used, those textures will be discarded to save on bandwidth. (Their resolve textures will still be stored.)
* The RenderPass hashing logic was updated so that it would still work correctly with the removal of `Refresh_ColorAttachmentDescription.sampleCount`.
**Bug Fixes**
* Fixed bugs where multisampling logic wasn't kicking in for certain sample counts due to incorrect enum comparisons.
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #26
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
continuous-integration/drone/push Build is passingDetails
- Fixed bug where multisample enum values were not being translated into their equivalent Vulkan enums
- Fixed bug where MSAA attachments in transient render pass creation were using a sample count of 1
- Fixed bug where the clearValues array in BeginRenderPass was not being populated with clear values for multisample attachments. (Modeled the fix after https://github.com/FNA-XNA/FNA3D/blob/master/src/FNA3D_Driver_Vulkan.c#L8723)
- Fixed bug where the multisample texture was not being transitioned when beginning a render pass
Reviewed-on: #25
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
continuous-integration/drone/push Build is passingDetails
- The application must now call `Refresh_SetBackend` before creating the device
- `Refresh_SetBackend` can set a preferred backend, but will fall back if it is not available
- Device creation no longer takes presentation parameters
- Windows must now be explicitly claimed by the device
- Windows can be unclaimed by the device
- Windows can have their swapchain present mode changed after creation
Reviewed-on: #23
continuous-integration/drone/push Build is passingDetails
This PR contains the general changes needed for the PS5 driver (being developed separately, outside this repository).
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #19
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
continuous-integration/drone/push Build is passingDetails
Fixes various errors related to the swapchain being recreated.
Additionally, `BeginRenderPass` now allows a NULL `renderArea` parameter. If NULL, Refresh will select a sensible default render area.
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
continuous-integration/drone/push Build is passingDetails
Removes `Refresh_RenderTarget`, `Refresh_CreateRenderTarget` and `Refresh_QueueDestroyRenderTarget`. Render targets are now managed by the implementation.
Adds `REFRESH_TEXTUREFORMAT_B8G8R8A8`.
Adds `Refresh_AcquireSwapchainTexture`. Returns a swapchain texture for the requested window.
Removes `Refresh_QueuePresent`. It is now assumed that the texture returned by `Refresh_AcquireSwapchainTexture` will be presented. This texture can be manipulated like any other texture.
Adds `Refresh_GetSwapchainFormat`. Returns the swapchain format for the requested window.
Reviewed-on: #15
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>