- 23 Jul, 2021 40 commits
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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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ReinUsesLisp authored
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ReinUsesLisp authored
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.
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ReinUsesLisp authored
Move descriptor lookup and update code to a separate thread. Delaying this removes work from the main GPU thread and allows creating descriptor layouts on another thread. This reduces a bit the workload of the main thread when new pipelines are encountered.
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ReinUsesLisp authored
Create multiple descriptor pools on demand. There are some degrees of freedom what is considered a compatible pool to avoid wasting large pools on small descriptors.
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ReinUsesLisp authored
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ReinUsesLisp authored
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ameerj authored
Our unit tests were hitting this exception.
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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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Rodrigo Locatti authored
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ReinUsesLisp authored
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ReinUsesLisp authored
Compute shaders spill uniform buffers on storage buffers, increasing the expected number.
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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
Avoid using std::array to fix Intellisense not properly compiling this code and disabling itself on all files that include it. While we are at it, change the code to use u8 instead of size_t for the number of instructions in an opcode.
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ReinUsesLisp authored
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ameerj authored
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ameerj authored
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