Henrik Rydgård
cf06b4a947
Vulkan: Image views: The driver is probably smart enough to recognize a no-swizzle, but let's use the proper method.
2019-08-12 23:09:47 +02:00
Henrik Rydgård
c1427f5981
VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly.
...
Snuck in some minor cleanups.
2019-02-24 22:23:26 +01:00
Henrik Rydgard
f38a6650b1
VK code cleanup: Just a little helper for handling dedicated allocation for images.
2019-02-07 14:56:29 +01:00
Henrik Rydgard
32f37723f9
Properly use VK_KHR_dedicated_allocation to make some drivers extra happy
2019-02-05 18:07:18 +01:00
Henrik Rydgård
ca6298e24d
Fix silly mistake editing the vulkan image code
...
Thanks unknown.
2019-01-27 19:28:23 +01:00
Henrik Rydgård
68f391707f
Remove some unnecessary vkDestroyImage calls.
2019-01-26 12:09:45 +01:00
Henrik Rydgård
46585a5da9
Additional logging
2019-01-23 18:34:25 +01:00
Henrik Rydgård
505464eaa5
Vulkan validation: Fix issue where we forgot to transition image mip levels past 0 away from TRANSFER_DST_OPTIMAL during creation.
2018-10-10 22:56:26 +02:00
Unknown W. Brackets
1c253ee271
Vulkan: Add code to track allocator usage info.
...
This way we can potentially debug leaks, if any.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
8f87a9f5c5
Vulkan: De-duplicate pipelines when storing cache
...
The new variety of renderpasses with different transitions causes
duplication. Hopefully drivers are smart enough to re-use work
between similar pipelines as much as possible...
2018-03-19 11:18:37 +01:00
Henrik Rydgård
216bab8a4a
Vulkan: Fix a barrier to be more permissive, there's no outstanding writes from the GPU to wait for.
2018-03-18 09:57:17 +01:00
Henrik Rydgård
1e940f4973
Buildfix, warning fixes
2018-03-01 13:50:56 +01:00
Henrik Rydgård
ee752f5399
Some error handling and assert improvements, trying to understand #10662
2018-03-01 12:21:58 +01:00
Henrik Rydgård
39bf5b1f55
Minor naming and init cleanups in VulkanTexture
2018-02-26 10:50:29 +01:00
Henrik Rydgård
e1852321a0
Vulkan: Remove the old method of uploading images.
2018-02-25 12:15:29 +01:00
Henrik Rydgård
eb014e8c6b
Try to be more consistent when initializing vulkan structs.
2018-02-25 12:15:29 +01:00
Henrik Rydgård
b0528f3794
Vulkan: Fix bug where we'd do the initial layout transition for an image before binding memory to it. Should help the issue uncovered in #10413
2017-12-20 16:40:09 +01:00
Henrik Rydgård
2250ef799c
Avoid including platform-specific headers in VulkanContext.h
2017-12-18 12:54:25 +01:00
Henrik Rydgård
bd40479224
Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
...
Intended for replacement textures and optional quality improvements
later.
2017-12-07 09:28:18 +01:00
Henrik Rydgård
6abdbde47e
Fix bugs in VulkanImage allocator support
2017-12-03 10:50:25 +01:00
Henrik Rydgård
d0c248368d
Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
2017-12-03 10:29:41 +01:00
Henrik Rydgård
8d7bcd9d61
Vulkan hw tess: Assorted minor fixes. Works on Mali now.
2017-11-11 21:51:05 +01:00
Henrik Rydgård
96cd368878
Make VulkanTexture "immutable".
2017-11-01 08:49:48 +01:00
Henrik Rydgård
3f503ca297
Implement the rest of Vulkan framebuffer depal. Not yet working though.
2017-10-31 12:34:59 +01:00
Henrik Rydgård
0a0494ef8e
It builds! With some shortcuts, of course.
2017-10-26 10:56:59 +02:00
Henrik Rydgård
5da165fad6
More work towards passing 1.61 Vulkan validation layers
2017-10-20 17:19:07 +02:00
Henrik Rydgård
d0b9e5ed8f
Initial work on passing the latest Vulkan validation checks.
2017-10-20 14:47:36 +02:00
Henrik Rydgard
0c70735bc4
Buffered rendering is starting to work, though still kinda broken.
2017-05-30 09:36:17 +02:00
Unknown W. Brackets
39d6ea2985
Vulkan: Auto-set queued deletes to null.
2016-10-09 12:16:42 -07:00
Henrik Rydgard
e1f660ebc1
Update vulkan structure init to the new style
2016-04-02 23:57:23 +02:00
Henrik Rydgard
a8c386b94c
Make VulkanImage a little more flexible (make it possible to create depth images)
...
Just preparation.
2016-03-28 18:25:05 +02:00
Unknown W. Brackets
16570f10bd
Vulkan: Handle texture allocation failure.
...
Users hit out of memory even using desktop GL devices, and it will
definitely be possible on mobile and desktop Vulkan.
2016-03-27 08:30:42 -07:00
Unknown W. Brackets
27a5697a96
Vulkan: Use the slab allocator for textures.
2016-03-27 08:30:42 -07:00
Unknown W. Brackets
e7ea1da99f
Vulkan: Swizzle instead of converting colors.
2016-03-26 15:02:06 -07:00
Unknown W. Brackets
adc9946641
Vulkan: Ask for COHERENT staged texture memory.
2016-03-26 12:18:49 -07:00
Henrik Rydgard
5d19f3dfb8
Decode vertex data directly into the vertex pushbuffer, saving a memcpy.
2016-03-20 19:35:03 +01:00
Henrik Rydgard
da50370328
Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
2016-03-20 19:31:02 +01:00