Commit Graph

259 Commits (ce984f58d102d2db7b270225abb0124bd26ac571)

Author SHA1 Message Date
Caleb Cornett 15b35fccfe update documentation + remove validation + misc cleanup
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2022-12-28 19:08:08 -08:00
TheSpydog ade74d73fe Perform pending destroys before unlocking the submit mutex (#28)
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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>
2022-12-29 03:03:35 +00:00
cosmonaut 124f202d2c Same-access-type barrier should not be a no-op
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2022-12-27 20:51:09 -08:00
cosmonaut 528abfad76 fix render target destroy segfault
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2022-12-22 17:23:11 -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
TheSpydog 5f05ef02a0 MSAA fixes (#25)
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- 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>
2022-11-03 19:50:07 +00:00
TheSpydog c4b9798fc1 enable samplerAnisotropy device feature (#24)
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Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-11-02 21:23:48 +00:00
cosmonaut 3c7755d8bf rework window claim and swapchain acquisition
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2022-11-01 11:54:19 -07:00
cosmonaut 9073f68e0a Fix swapchain extent check when size is zero
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2022-10-31 14:16:32 -07:00
cosmonaut fabd31448b fix backend iteration when backend is not compiled 2022-10-04 10:15:16 -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 f8bdf6fe1a fix texture copy memory barrier + optimize RT memory barrier
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2022-09-22 12:44:28 -07:00
cosmonaut 5568ce4949 Fix heap iteration (#22)
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Fixes an issue where certain memory heaps could potentially be overlooked.

Reviewed-on: #22
2022-09-13 20:54:24 +00:00
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 06ad0e1901 fix barrier issue when sampling depth texture
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2022-08-25 16:20:35 -07:00
cosmonaut 5b27f600de add DrawPrimitivesIndirect + fix sync issues
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2022-08-25 12:21:49 -07:00
TheSpydog d4693a9093 Prep for PS5Driver (#19)
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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>
2022-08-14 20:45:24 +00:00
cosmonaut 2fb9a6931b fix SetTextureDataYUV image transitions
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2022-07-29 18:15:02 -07:00
Hazel Stagner c01ff21359 Fix blit destination layer and level
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2022-07-22 20:59:01 -07:00
cosmonaut e5da75d33a fix exponential growth when submitting multiple command buffers
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2022-06-27 10:21:40 -07:00
cosmonaut 99e9dc5b8c fix framebuffer size miscalculation with depth attachment
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2022-06-17 14:47:12 -07:00
cosmonaut 0e7720ccf6 D16 fallback when unsupported
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2022-06-17 00:41:27 -07:00
cosmonaut 488cb8c535 add format to render pass hash
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2022-06-06 11:46:08 -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
cosmonaut 4bba0f99f9 remove lineWidth from RasterizerState
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2022-03-14 10:43:01 -07:00
cosmonaut 3820d458fe remove Clear and add pWidth and pHeight to AcquireSwapchainTexture
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2022-03-10 10:21:49 -08:00
cosmonaut 7a0b0f5709 suboptimal on recreate is still technically fine
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2022-03-08 11:21:36 -08:00
cosmonaut ce34f4a435 fix deadlock on multi window swapchain resize
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2022-03-08 10:47:07 -08:00
TheSpydog eb5617f40e Update template for latest ABI breaks (#16)
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Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Co-authored-by: cosmonaut <evan@moonside.games>
Reviewed-on: #16
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-03-07 08:05:58 +00:00
cosmonaut 0380a96817 Swapchain resize fixes (#18)
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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>
2022-03-07 06:31:39 +00:00
cosmonaut 715ca591f6 fix compute pipeline create bug
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2022-03-04 13:37:45 -08:00
cosmonaut 2731d47419 rename viewport and scissor set functions
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2022-03-04 12:47:36 -08:00
cosmonaut 0fbf1b2546 fix erroneous stack free
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2022-03-04 12:36:02 -08:00
cosmonaut f6b96fe34b viewport and scissor ABI break
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2022-03-04 12:30:33 -08:00
cosmonaut 6302603b08 add some missing frees
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2022-03-03 17:30:26 -08:00
cosmonaut 5fe4c8dbf3 remove command buffer from QueueDestroy calls
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2022-03-03 17:07:07 -08:00
cosmonaut 057a48e96f separate shader types
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2022-03-02 11:22:52 -08:00
cosmonaut 61e83cfba8 D3D compatibility ABI break
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2022-03-02 11:10:28 -08:00
cosmonaut e4ea104a88 remove swapchain log spam
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2022-03-02 10:27:03 -08:00
cosmonaut 83c2372499 only mark swapchain as needing recreate if it exists
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2022-03-02 10:02:07 -08:00
cosmonaut cb99489b3c Rework Presentation Flow (#15)
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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>
2022-03-02 06:33:57 +00:00
cosmonaut d22bed8b76 transition entire images + rework swapchain image management
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2022-02-28 12:02:39 -08:00
cosmonaut 436b990d45 Fix intro message formatting
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2022-02-25 23:13:17 -08:00
cosmonaut a26d3e3689 move color blend state to AttachmentInfo
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2022-02-25 17:37:42 -08:00
cosmonaut a38a9d461d fix right alignment spacing
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2022-02-25 13:51:29 -08:00
cosmonaut 517399f5d9 convert all spaces to tabs
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2022-02-25 13:42:11 -08:00
cosmonaut 5187093ddc reset command buffers on the thread they were spawned
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2022-02-24 22:06:00 -08:00
cosmonaut 336468cc31 fix some invalid accesses
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2022-02-24 21:29:52 -08:00
cosmonaut a531fb8593 Render Pass API Streamlining (#14)
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Removes `Refresh_RenderPass` and `Refresh_Framebuffer` objects.

`Refresh_BeginRenderPass` now takes a set of `Refresh_ColorAttachmentInfo` structs and an optional `Refresh_DepthStencilAttachmentInfo` struct that describe the render pass. The render pass and framebuffer objects are now managed by the implementation instead of the application.

Accordingly, `Refresh_GraphicsPipelineCreateInfo` now takes a `Refresh_GraphicsPipelineAttachmentInfo` struct that describes render passes that may be used with the pipeline. It is an error to bind a pipeline during an incompatible render pass.

Reviewed-on: #14
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
2022-02-24 22:01:37 +00:00
cosmonaut a3aea0f796 Reset fence as late as possible
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2022-02-22 21:54:32 -08:00
cosmonaut 0319c26f6a Submission rewrite (#13)
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Rework submission flow to reduce waiting and improve the resource cleanup process.

This patch also gets rid of descriptor set caching.
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
2022-02-23 00:49:45 +00:00
TheSpydog 1d72fdb995 Added a Refresh driver template file (#12)
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This allows us to avoid monotonous boilerplate when bringing up new backends.
Co-authored-by: TheSpydog <thespydog@noreply.example.org>
Co-committed-by: TheSpydog <thespydog@noreply.example.org>
2022-02-22 03:28:31 +00:00
cosmonaut b54b7cc42d fix separate swapchain synchronization
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2022-02-09 21:42:19 -08:00
cosmonaut 829356d927 Revise swapchain management + remove external
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2022-02-08 17:16:11 -08:00
cosmonaut 42f5f84524 Transfer Buffer Pool (#7)
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Reviewed-on: #7
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
2022-01-20 22:56:28 +00:00
cosmonaut c5a689c6d6 fix bad realloc
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2022-01-17 21:28:25 -08:00
cosmonaut 80fdf09d86 fix some fence edge cases
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2022-01-17 21:09:27 -08:00
cosmonaut e59e3e6b02 insert missing memory barrier after buffer copy
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2022-01-17 19:57:45 -08:00
cosmonaut 49d7b1fabc fix transfer buffer offset not incrementing
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2022-01-17 18:32:45 -08:00
cosmonaut 34e4b4f576 SetBufferData rework (#6)
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Buffer uploads now require a command buffer, like textures do. Additionally it is now regarded as an error to upload data in the middle of a render pass.

Reviewed-on: #6
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
2022-01-13 23:08:08 +00:00
cosmonaut 0cd9a2e8e9 fix validation error on exit
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2022-01-13 12:03:44 -08:00
cosmonaut 0ffa045f78 fix UBO descriptor set not being resized 2022-01-13 12:03:32 -08:00
cosmonaut c17ec99c50 deadlock fixes
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2022-01-12 23:09:06 -08:00
cosmonaut 8e04b357db reset uniform buffer offset when acquiring
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2022-01-12 22:47:04 -08:00
cosmonaut 62789005dd fix for multi-submit
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2022-01-12 22:04:07 -08:00
cosmonaut 53c65fb5eb fix incorrect index
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2022-01-12 22:00:08 -08:00
cosmonaut 0e05ed6b34 Buffer and Submission Rework (#1)
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We used to have monolithic uniform buffers on the VulkanRenderer object, but this was inefficient in the case of threaded usage.

Now, we have a pool of uniform buffers. A uniform buffer is selected from the pool when a pipeline is bound. The uniform buffers are rotated upon presentation.

Now pushing uniforms is now a concern of the command buffer instead of the pipeline. The pipeline should just always have been a static object anyway.

Additionally, we now do extra buffer record-keeping so that buffer data can be updated after a bind/draw.

Fence submission has also been restructured so that submissions don't cause unnecessary blocks. Now we assign one fence per submission, and we don't wait for fences until it's time to present.

Reviewed-on: #1
Co-authored-by: cosmonaut <evan@moonside.games>
Co-committed-by: cosmonaut <evan@moonside.games>
2022-01-12 22:41:10 +00:00
David Weil c51b4e95d2 Fixed multiple command buffer submissions 2022-01-03 13:51:13 -08:00
cosmonaut c7666cd8fc fix use after free 2022-01-03 10:36:47 -08:00
cosmonaut ca07286e29 change texture transfer to be per-CB 2022-01-02 14:35:57 -08:00
cosmonaut 78c5d54bf1 revise SetTextureData to take a command buffer
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2021-11-14 20:36:26 -08:00
cosmonaut ab941a68df fix debug mode flag not set before creating instance
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2021-11-08 14:25:18 -08:00
cosmonaut dd1ba55312 fix YUV upload 2021-02-27 13:03:30 -08:00
cosmonaut b6a09517c2 change clear color type
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2021-02-09 22:51:49 -08:00
cosmonaut 17524fd30b fix depth attachment barriers
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2021-02-09 17:52:26 -08:00
cosmonaut 8f1cdf190f change shader uniform push to take pipelines instead of command buffers
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2021-02-05 19:59:29 -08:00
cosmonaut 7f3e89315e uniform API update
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2021-02-02 16:37:01 -08:00
cosmonaut 4699c158f3 calculate texture length internally + fix rename
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2021-01-31 21:17:27 -08:00
cosmonaut 76c845cbb4 rename PushShaderParams to PushShaderUniforms
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2021-01-31 19:37:16 -08:00
cosmonaut 254d209a48 fix issue where texture staging buffer would be too small to contain incoming data
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2021-01-31 18:01:21 -08:00
cosmonaut a60725fecc fix bad malloc size
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2021-01-31 17:16:32 -08:00
cosmonaut d99bd756f4 remove extra region merge checks
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2021-01-31 16:29:38 -08:00
cosmonaut 952cf974b4 fix empty compute image descriptor set creation
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2021-01-31 14:30:16 -08:00
cosmonaut 52d06f9f6c merge free regions
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2021-01-29 16:03:00 -08:00
cosmonaut b2199fcaae improve device enumeration + fix host memory allocation
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2021-01-29 15:57:58 -08:00
cosmonaut 978d1e9451 cpu texture alloc tweak
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2021-01-28 22:05:44 -08:00
cosmonaut 7bbb15d8a5 fix depth RTs
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2021-01-28 21:48:50 -08:00
cosmonaut b854a822d6 fix some depth issues
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2021-01-28 21:37:11 -08:00
cosmonaut 6457967470 texture alloc fallback to host memory
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2021-01-27 12:51:36 -08:00
cosmonaut 68d9a74ff4 change renderArea to a pointer
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2021-01-26 20:27:42 -08:00
cosmonaut 316e662f44 remove distinction between color target and depth target
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2021-01-26 18:57:46 -08:00
cosmonaut fe03f1739a change Clear definition to make more sense
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2021-01-22 14:16:02 -08:00
cosmonaut d9700707d0 fix index buffer binding
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2021-01-21 14:03:36 -08:00
cosmonaut 41ea091749 fix hang when staging buffer flushes
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2021-01-21 12:34:50 -08:00
cosmonaut 6a1c2aa9bf fix transfer flush submission
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2021-01-20 17:16:43 -08:00
cosmonaut 56f4c3c2c4 texture creation uses one function + Refresh_TextureCreateInfo 2021-01-14 01:52:45 -08:00
cosmonaut 79bc36d99d replace topologyState with primitiveType 2021-01-13 21:06:20 -08:00
cosmonaut b25daa5198 remove unused parameters from draw calls 2021-01-13 21:04:53 -08:00
cosmonaut bf91de783f Vulkan: persisent map buffers 2021-01-13 18:02:45 -08:00