Caleb Cornett
d4ac8a1656
QueueDestroySampler
2024-02-06 21:13:02 -06:00
Caleb Cornett
42a9ce28e6
Add a border color conversion function
2024-02-06 21:13:02 -06:00
Caleb Cornett
6b39da7d2d
CreateSampler
2024-02-06 21:13:02 -06:00
Caleb Cornett
e35efa4061
CreateBuffer, QueueDestroyBuffer, SetBufferData, BindVertexBuffers
2024-02-06 21:13:02 -06:00
Caleb Cornett
741d3ebcff
Initial work on DestroyDevice
2024-02-06 21:13:02 -06:00
Caleb Cornett
0f1a2423d0
Implement SetViewport and SetScissor
2024-02-06 21:13:02 -06:00
Caleb Cornett
38d51cf6de
Style cleanups + added FIXME note for shader compilation
2024-02-06 21:13:02 -06:00
Caleb Cornett
88ca03f213
shaderc now flips Y values in the vertex shader
2024-02-06 21:12:59 -06:00
Caleb Cornett
9b139cf672
DrawPrimitives, BindGraphicsPipeline, misc cleanup
2024-02-06 21:11:22 -06:00
Caleb Cornett
2cb678d9a1
Implement CreateShaderModule
2024-02-06 21:11:22 -06:00
Caleb Cornett
afcfacb305
Pipeline creation copied over from old work + shaderc update
2024-02-06 21:11:22 -06:00
Caleb Cornett
e47e7b2c75
Fix for command pool crash, fix for hanging on Wait
2024-02-06 21:11:22 -06:00
Caleb Cornett
ce984f58d1
Reworked Wait and Submit logic to use D3D11 Query objects as fences
2024-02-06 21:11:22 -06:00
Caleb Cornett
413095923b
Stub out D3D11_Wait, fix crash when unclaiming windows, fix backend order
2024-02-06 21:11:22 -06:00
Caleb Cornett
e195e7f222
UnclaimWindow, swapchain destruction, fixed template signature
2024-02-06 21:11:22 -06:00
Caleb Cornett
d7d89530de
Implemented BeginRenderPass and Submit, ClearScreen works now!
2024-02-06 21:11:22 -06:00
Caleb Cornett
f4c332f4e3
More swapchain setup
2024-02-06 21:11:22 -06:00
Caleb Cornett
1637401a8a
Apply swapchainDesc fix from FNA3D, add cdefines.h to CMakeLists
2024-02-06 21:11:22 -06:00
Caleb Cornett
49c64a230f
Implemented AcquireCommandBuffer (from old D3D11 work)
2024-02-06 21:11:22 -06:00
Caleb Cornett
13ae5dee54
Implement ClaimWindow, mostly copied from Vulkan and FNA3D D3D11
2024-02-06 21:11:22 -06:00
Caleb Cornett
951f124662
Remove old stuff, flesh out PrepareDriver
2024-02-06 21:11:22 -06:00
Caleb Cornett
547ed52305
Groundwork for D3D11. Yoinked most of this from the prior work, but updated the ABI
2024-02-06 21:11:22 -06:00
cosmonaut
c99b4cdfa1
fix incorrect flag bit
2024-01-31 14:47:01 -08:00
cosmonaut
2803e6d94e
force ignore device-local property if allocation failed
2024-01-31 14:36:02 -08:00
cosmonaut
30b5f1dd21
user-requested buffers are no longer host-visible
2024-01-31 14:26:40 -08:00
cosmonaut
4ce2d80f80
Intel doesn't like 1 byte buffers
2024-01-19 10:19:23 -08:00
cosmonaut
27e9c741f8
1.15.4
2024-01-15 22:34:31 -08:00
cosmonaut
c10ca98ccd
Remove some unused variables
2024-01-15 22:25:27 -08:00
cosmonaut
d441424b7c
Fix ANY_SHADER_READ_SAMPLED_IMAGE sync hazard
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
2024-01-15 16:36:56 -08:00
cosmonaut
56e3eb2af5
1.15.3
2024-01-15 12:47:49 -08:00
cosmonaut
859fc3b9fa
fix UBO buffer size
2024-01-13 23:45:07 -08:00
cosmonaut
05350a9332
UBO offsets should respect alignment
2024-01-13 23:39:58 -08:00
cosmonaut
760c29699f
1.15.2
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: MoonsideGames/Refresh#49
2024-01-12 18:10:11 -08:00
cosmonaut
7297eba889
Uniform buffers are now slices of dedicated allocs ( #48 )
...
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: MoonsideGames/Refresh#48
2024-01-13 01:41:12 +00:00
cosmonaut
b72b0b5fde
fix path quotes in shadercompiler
2024-01-11 16:26:08 -08:00
cosmonaut
fa92e9e08a
change dummy uniform buffer size to 1
2023-12-08 12:49:46 -08:00
cosmonaut
483c07f3a8
Vulkan: fix dummy UBOs becoming invalid after defrag
2023-12-05 12:22:40 -08:00
cosmonaut
f01d5d817a
Vulkan: fix some missed cleanup in DestroyDevice
2023-12-04 17:28:25 -08:00
cosmonaut
17aae46eae
revert OSX deployment target to 10.9
2023-12-04 16:37:22 -08:00
cosmonaut
1b3e954da8
change render pass barriers to read-write
2023-11-09 11:00:19 -08:00
Evan Hemsley
0989e45f88
MoltenVK support
2023-10-14 22:14:00 -07:00
Evan Hemsley
6e6fec5224
bump OSX version to 10.15
2023-10-14 20:46:22 -07:00
cosmonaut
34b2e437de
1.15.1
2023-10-12 11:18:37 -07:00
cosmonaut
d69bbbe818
fix Vulkan SDK include on Windows
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 )
...
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: MoonsideGames/Refresh#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
2023-09-18 23:12:01 -07:00