Commit Graph

171 Commits (b906ec9c69ae9964391006f41f1074a4f5056263)

Author SHA1 Message Date
Caleb Cornett d6378aba74 Groundwork for D3D11. Yoinked most of this from the prior work, but updated the ABI 2024-03-02 23:11:36 -08:00
cosmonaut 7b0ed4278d correct stencil API change
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2024-03-02 23:00:44 -08:00
cosmonaut 02c0d85885 Resource containers, new bindings API, WriteOptions (#51)
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Reviewed-on: #51
2024-03-02 09:09:49 +00:00
cosmonaut 4e1705d1bd specify buffer type in param name
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2024-02-23 09:50:48 -08:00
cosmonaut 2f57a05c85 rename CpuBuffer to TransferBuffer
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2024-02-23 09:42:31 -08:00
cosmonaut 73d927791a rename DISCARD to SAFEDISCARD
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2024-02-22 10:32:24 -08:00
cosmonaut 52b99ea49a fix tabbing
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2024-02-17 20:23:09 -08:00
cosmonaut 94f181787b CpuBuffer Set/Get API
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2024-02-17 20:21:52 -08:00
cosmonaut c44a095bca CreateCpuBuffer writes a data pointer
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2024-02-16 18:53:52 -08:00
cosmonaut fdb29ade82 remove map/unmap calls
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2024-02-16 18:44:16 -08:00
cosmonaut ce4d294a31 rework Push_Uniforms and Draw calls
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2024-02-16 17:51:18 -08:00
cosmonaut c779718967 buffer bindings should actually use uint64_t
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2024-02-15 20:05:18 -08:00
cosmonaut 218587bb6a rearrange copy params order
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2024-02-15 17:27:40 -08:00
cosmonaut 80914e9c38 add command buffer to Pass functions
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2024-02-15 16:48:26 -08:00
cosmonaut 5b82609565 some comment clarifications
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2024-02-13 12:25:53 -08:00
cosmonaut 10c0b5ae37 a few more API revisions
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2024-02-12 11:00:06 -08:00
cosmonaut 6f31f17be1 proposed API revision
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2024-02-12 00:04:02 -08:00
cosmonaut 27e9c741f8 1.15.4
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2024-01-15 22:34:31 -08:00
cosmonaut 56e3eb2af5 1.15.3
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2024-01-15 12:47:49 -08:00
cosmonaut 760c29699f 1.15.2
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2024-01-12 18:10:11 -08:00
cosmonaut 34b2e437de 1.15.1
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2023-10-12 11:18:37 -07:00
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 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 4df0459b04 1.13.0
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2023-04-18 23:43:59 -07:00
cosmonaut 3f5fe1ff67 1.12.0
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2023-04-03 17:15:14 -07:00
cosmonaut 2d66ec775b 1.11.0
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2023-02-07 12:26:46 -08:00
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
TheSpydog f7250ab12a Remove fixed command buffers + minor cleanup (#33)
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Removes the `fixed` parameter from AcquireCommandBuffer, and removes a couple other unused bools from the VulkanCommandBuffer struct.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: #33
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2023-01-14 18:03:58 +00:00
cosmonaut 28b4253fdf 1.10.0
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2023-01-04 11:18:37 -08:00
TheSpydog e4215efe5e Enable multiDrawIndirect feature, add indirect command struct (#30)
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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>
2023-01-04 18:44:02 +00:00
Caleb Cornett 329ffab6b8 Remove SRC1 blend factors and depthClampEnable flag
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2022-12-28 19:10:59 -08:00
Caleb Cornett 15b35fccfe update documentation + remove validation + misc cleanup
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2022-12-28 19:08:08 -08:00
cosmonaut 59f9eeed36 1.9.0
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2022-11-09 12:04:01 -08:00
TheSpydog 297f234957 Miscellaneous API changes + more MSAA fixes (#26)
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**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>
2022-11-08 19:09:21 +00:00
cosmonaut 5166ae87b2 1.8.2
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2022-11-01 16:26:27 -07:00
cosmonaut 403dcc6084 1.8.1
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2022-10-04 10:15:26 -07:00
cosmonaut 9aaead40a3 1.8.0
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2022-09-29 14:13:08 -07:00
cosmonaut 1a0beea402 Backend selection + swapchain API revision (#23)
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- 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
2022-09-29 21:11:25 +00:00
cosmonaut 5176f790d8 1.7.1
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2022-09-22 14:01:48 -07:00
cosmonaut 8f0ba8ffb2 1.7.0
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2022-09-13 13:55:25 -07:00
cosmonaut f49c0ab190 Texture format rework (#21)
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- Adds number format information to the texture format names
- Adds several unsigned integer texture formats

Reviewed-on: #21
2022-09-13 20:51:41 +00:00
cosmonaut 764de140cc 1.6.1
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2022-08-25 16:21:45 -07:00
cosmonaut 83a59d7685 1.6.0
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2022-08-25 13:51:54 -07:00
cosmonaut 5b27f600de add DrawPrimitivesIndirect + fix sync issues
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2022-08-25 12:21:49 -07:00
cosmonaut 3007b4c989 1.5.0
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2022-05-11 21:18:54 -07:00
cosmonaut 163adfb5cd add BC7 support
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2022-05-11 21:16:24 -07:00
cosmonaut f0b970496e vertex format changes
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2022-03-17 14:41:16 -07:00