- 23 Jul, 2021 40 commits
-
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
This tries to fix a data race where we'd wait forever for the GPU.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ameerj authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
FernandoS27 authored
-
FernandoS27 authored
-
ameerj authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
This is enabled by an extension instead of the capability.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Workaround more bugs on Nvidia's OpenGL SPIR-V compiler.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
ReinUsesLisp authored
Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are used for name matching.
-
ReinUsesLisp authored
-
ReinUsesLisp authored
-
FernandoS27 authored
-
FernandoS27 authored
-
FernandoS27 authored
-
ReinUsesLisp authored
-
ameerj authored
-
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.
-
ReinUsesLisp authored
-
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.
-
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.
-
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.
-