- 23 Jul, 2021 40 commits
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ameerj authored
Along with implementations of common instructions along the way
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This tries to fix a data race where we'd wait forever for the GPU.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ameerj authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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FernandoS27 authored
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FernandoS27 authored
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ameerj authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
This is enabled by an extension instead of the capability.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
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ReinUsesLisp authored
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ReinUsesLisp authored
Workaround more bugs on Nvidia's OpenGL SPIR-V compiler.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are used for name matching.
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ReinUsesLisp authored
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ReinUsesLisp authored
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FernandoS27 authored
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FernandoS27 authored
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FernandoS27 authored
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ReinUsesLisp authored
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ameerj authored
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ReinUsesLisp authored
This changes how Scheduler::Flush works. It queues the current command buffer to be sent to the GPU but does not do it immediately. The Vulkan worker thread takes care of that. Users will have to use Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior. Scheduler::Finish is unchanged. To avoid waiting on work never queued, Scheduler::Wait sends the current command buffer if that's what the caller wants to wait.
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