Commit Graph

289 Commits (shadercompiler)

Author SHA1 Message Date
Caleb Cornett ec2a3a273b Use custom blob format for combining shader code for multiple backends into a single file 2023-01-20 15:04:01 -05:00
Caleb Cornett 8a0d4472b4 Add support for compiling all files in a directory 2023-01-15 15:04:28 -05:00
Caleb Cornett 2b773101c8 Added shader cross-compiler using glslc and spirv-cross 2023-01-14 23:34:55 -05:00
TheSpydog f7250ab12a Remove fixed command buffers + minor cleanup (#33)
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: MoonsideGames/Refresh#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 903192cb4c Descriptor validation fix (#32)
The validator layer was complaining about us updating bound descriptor sets, this is technically a bug in the validator layer but resetting the command buffer in Cleanup makes more sense anyway. Also changed the wait for timeout call to a fence status query to make it easier to understand.

Reviewed-on: MoonsideGames/Refresh#32
2023-01-11 02:41:30 +00:00
cosmonaut 4cdd6a497a Fix transfer buffer alignment (#31)
Reviewed-on: MoonsideGames/Refresh#31
2023-01-07 05:24:58 +00:00
cosmonaut 28b4253fdf 1.10.0 2023-01-04 11:18:37 -08:00
TheSpydog e4215efe5e Enable multiDrawIndirect feature, add indirect command struct (#30)
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: MoonsideGames/Refresh#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 2022-12-28 19:10:59 -08:00
Caleb Cornett 15b35fccfe update documentation + remove validation + misc cleanup 2022-12-28 19:08:08 -08:00
TheSpydog ade74d73fe Perform pending destroys before unlocking the submit mutex (#28)
This makes the order of VULKAN_Submit consistent with VULKAN_Wait.

Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Reviewed-on: MoonsideGames/Refresh#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 2022-12-27 20:51:09 -08:00
cosmonaut 528abfad76 fix render target destroy segfault 2022-12-22 17:23:11 -08:00
cosmonaut 59f9eeed36 1.9.0 2022-11-09 12:04:01 -08:00
TheSpydog 297f234957 Miscellaneous API changes + more MSAA fixes (#26)
**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: MoonsideGames/Refresh#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)
- 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: MoonsideGames/Refresh#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)
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 5166ae87b2 1.8.2 2022-11-01 16:26:27 -07:00
cosmonaut 3c7755d8bf rework window claim and swapchain acquisition 2022-11-01 11:54:19 -07:00
cosmonaut 9073f68e0a Fix swapchain extent check when size is zero 2022-10-31 14:16:32 -07:00
cosmonaut 403dcc6084 1.8.1 2022-10-04 10:15:26 -07:00
cosmonaut fabd31448b fix backend iteration when backend is not compiled 2022-10-04 10:15:16 -07:00
cosmonaut 9aaead40a3 1.8.0 2022-09-29 14:13:08 -07:00
cosmonaut 1a0beea402 Backend selection + swapchain API revision (#23)
- 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: MoonsideGames/Refresh#23
2022-09-29 21:11:25 +00:00
cosmonaut 5176f790d8 1.7.1 2022-09-22 14:01:48 -07:00
cosmonaut f8bdf6fe1a fix texture copy memory barrier + optimize RT memory barrier 2022-09-22 12:44:28 -07:00
cosmonaut 8f0ba8ffb2 1.7.0 2022-09-13 13:55:25 -07:00
cosmonaut 5568ce4949 Fix heap iteration (#22)
Fixes an issue where certain memory heaps could potentially be overlooked.

Reviewed-on: MoonsideGames/Refresh#22
2022-09-13 20:54:24 +00:00
cosmonaut f49c0ab190 Texture format rework (#21)
- Adds number format information to the texture format names
- Adds several unsigned integer texture formats

Reviewed-on: MoonsideGames/Refresh#21
2022-09-13 20:51:41 +00:00
cosmonaut 764de140cc 1.6.1 2022-08-25 16:21:45 -07:00
cosmonaut 06ad0e1901 fix barrier issue when sampling depth texture 2022-08-25 16:20:35 -07:00
cosmonaut 83a59d7685 1.6.0 2022-08-25 13:51:54 -07:00
cosmonaut 5b27f600de add DrawPrimitivesIndirect + fix sync issues 2022-08-25 12:21:49 -07:00
TheSpydog d4693a9093 Prep for PS5Driver (#19)
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: MoonsideGames/Refresh#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 2022-07-29 18:15:02 -07:00
Hazel Stagner c01ff21359 Fix blit destination layer and level 2022-07-22 20:59:01 -07:00
cosmonaut e5da75d33a fix exponential growth when submitting multiple command buffers 2022-06-27 10:21:40 -07:00
cosmonaut 99e9dc5b8c fix framebuffer size miscalculation with depth attachment 2022-06-17 14:47:12 -07:00
cosmonaut 0e7720ccf6 D16 fallback when unsupported 2022-06-17 00:41:27 -07:00
cosmonaut 488cb8c535 add format to render pass hash 2022-06-06 11:46:08 -07:00
cosmonaut 3007b4c989 1.5.0 2022-05-11 21:18:54 -07:00
cosmonaut 163adfb5cd add BC7 support 2022-05-11 21:16:24 -07:00
cosmonaut f0b970496e vertex format changes 2022-03-17 14:41:16 -07:00
cosmonaut 38d14fd99d 1.4.0 2022-03-14 10:54:32 -07:00
cosmonaut 4bba0f99f9 remove lineWidth from RasterizerState 2022-03-14 10:43:01 -07:00
cosmonaut acefc530fd 1.3.0 2022-03-10 10:28:00 -08:00
cosmonaut 3820d458fe remove Clear and add pWidth and pHeight to AcquireSwapchainTexture 2022-03-10 10:21:49 -08:00
cosmonaut 7a0b0f5709 suboptimal on recreate is still technically fine 2022-03-08 11:21:36 -08:00
cosmonaut ce34f4a435 fix deadlock on multi window swapchain resize 2022-03-08 10:47:07 -08:00
TheSpydog eb5617f40e Update template for latest ABI breaks (#16)
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
Co-authored-by: cosmonaut <evan@moonside.games>
Reviewed-on: MoonsideGames/Refresh#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