BearishSun
|
3eecbecfa0
Refactoring C# components so they're just wrappers for C++ ones, to avoid duplicate code
|
há 8 anos atrás |
BearishSun
|
12285c8173
Vulkan: When writing to storage buffers/images, make sure those writes are visible to later operations in the same render pass
|
há 9 anos atrás |
BearishSun
|
10523f6750
Vulkan: Fixing an issue where waiting on a queue didn't necessarily guarantee fences of submitted command buffers were signaled
|
há 9 anos atrás |
BearishSun
|
2e94779fc6
Vulkan: Now tracking image layouts on a per-resource basis. This way individual faces & mip-levels can be bound for rendering, particularily useful for cubemaps and texture arrays in general.
|
há 9 anos atrás |
BearishSun
|
df25d147ad
Vulkan: Inter queue semaphores are now properly signaled on submit
|
há 9 anos atrás |
BearishSun
|
a4a8a242bb
Added a new low-level rendering example project
|
há 9 anos atrás |
BearishSun
|
79ed48723e
Vulkan: Properly release Vulkan command buffer when its parent object goes out of scope
|
há 9 anos atrás |
BearishSun
|
56ed650df4
Final set of refactors to rename core thread objects
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há 9 anos atrás |
BearishSun
|
2cc3ea7900
Cleanup: Getting rid of the Core suffix on core thread objects since they're now in their own namespace (Contd.)
|
há 9 anos atrás |
BearishSun
|
4e57b50514
Massive refactor: Moving all the core thread objects into their own namespace, so I can rename them into something neater and get rid of the Core suffix
|
há 9 anos atrás |
BearishSun
|
5350cca1a2
Vulkan: Better image access mask tracking and handling
|
há 9 anos atrás |
BearishSun
|
f03dcda9f7
Vulkan: Avoid redundant layout transitions
|
há 9 anos atrás |
BearishSun
|
2956f2514b
Vulkan: When transitioning image layouts due to transfers, always transition back to optimal layout, instead of the current layout
|
há 9 anos atrás |
BearishSun
|
4ce05d637b
Vulkan: Simplifying image layout transitions so they can be properly tracked across multiple command buffers
|
há 9 anos atrás |
BearishSun
|
e11498a072
Vulkan: Don't execute layout transitions on a separate CB, as those transitions will be inconsistent with ones executed during render pass start. Instead ignore such layout transitions.
|
há 9 anos atrás |
BearishSun
|
58027f255c
Vulkan: Delay binding GPU parameters to ensure we get the latest version of the resources (e.g. resource writes can internally create new images/buffers, which would then incorrectly not be bound to the descriptor set, if that write was executed after a GPU param bind)
|
há 9 anos atrás |
BearishSun
|
5a1370c010
Vulkan: Handling layout transitions a bit better
|
há 9 anos atrás |
BearishSun
|
e47adb4658
Vulkan: Use more optimal layout for depth-stencil buffer bound both as shader input and a FB attachment
|
há 9 anos atrás |
BearishSun
|
6d2ccd4411
Vulkan: Update current layout for FB attachments after render-pass ends, to reflect automatic layout transitions performed by sub-pass dependencies
|
há 9 anos atrás |
BearishSun
|
4239ebe070
Vulkan: Fixing render targets that require a load operation on bind (i.e. rendering to the same RT with multiple render passes)
|
há 9 anos atrás |
BearishSun
|
8356f1e8cf
Vulkan: Changing how command buffer resets work, so they handle the new multi-CB submit more gracefully
|
há 9 anos atrás |
BearishSun
|
e1e7afd433
Vulkan: Refactoring inter-queue dependencies due to new revelation that a semaphore can only be waited on by one queue submit, no more
|
há 9 anos atrás |
BearishSun
|
65dac3dfef
Vulkan: Command buffer submission is now grouped under a single queue submit, when possible
|
há 9 anos atrás |
BearishSun
|
442b8af92b
Vulkan: Handle query resets when issued within render-pass
|
há 9 anos atrás |
BearishSun
|
b541ff78fc
Vulkan: Ignore queue family when doing only image layout transitions
|
há 9 anos atrás |
BearishSun
|
76cbd8ca92
Vulkan: If render pass is currently executing queue events until it ends
|
há 9 anos atrás |
BearishSun
|
542a5de8ac
Vulkan: Fixing remaining issues with the new render-pass clear method
|
há 9 anos atrás |
BearishSun
|
b18bb2adc2
Vulkan: Use a render-pass with clear ops, when a clear is issued before any draw calls
|
há 9 anos atrás |
BearishSun
|
95d84ddf01
Vulkan: Properly wait until back buffer is acquired before presenting
|
há 9 anos atrás |
BearishSun
|
c0f7bfdf61
Dropping support for rendering to arbitrary ranges within a 3D texture, since Vulkan doesn't support it
|
há 9 anos atrás |