Henrik Rydgård
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ecad09d18f
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32-bit android buildfix attempt
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2017-10-26 10:57:01 +02:00 |
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Henrik Rydgård
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07e8b4ff1a
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Bump descriptor set limits, which became insufficient with the addition of tesselation (should really use separate big desc layouts for them)
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2017-10-26 10:57:01 +02:00 |
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Henrik Rydgård
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54e4eab1c1
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Warning fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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12f8580984
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Assorted fixes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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85cb604a24
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Fix (some) crashes on blits. Validation issues remain.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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d016bfe221
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Fix some resource leaks and excessive logging in VulkanRenderManager
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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c4f0afc8a2
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Clean out some obsolete code
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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b5e06f3c7d
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VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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3e2b810c39
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Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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c403edfa89
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Avoid re-binding pipelines.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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72a41cd524
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Let's try a mutex. Doesn't completely solve the problem though..
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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d3672d9e57
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Make sure not to begin and end the init command buffer on different threads.
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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48ac334f4f
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Vulkan: Don't forget to specify stencil load op in render passes
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2017-10-26 10:57:00 +02:00 |
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Henrik Rydgård
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022657ebb3
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This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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c788dc896a
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Synchronization is HARD. need a rethink, methinks.
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2017-10-26 10:56:59 +02:00 |
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Henrik Rydgård
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1c5bd0f8dc
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Move the VulkanRenderManager stuff to thin3d, fits in better there.
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2017-10-26 10:56:59 +02:00 |
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