Cronologia Commit

Autore SHA1 Messaggio Data
  BearishSun eec99bff10 Moving light pass in a compute shader in preparation for tiled deferred rendering 9 anni fa
  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. 9 anni fa
  BearishSun ea0f3a5bfb Vulkan: Don't use stencil aspect if depth/stencil format has only a depth component 9 anni fa
  BearishSun 56ed650df4 Final set of refactors to rename core thread objects 9 anni fa
  BearishSun 91d6f7a431 CoreObjectCore -> ct::CoreObject 9 anni fa
  BearishSun 2cc3ea7900 Cleanup: Getting rid of the Core suffix on core thread objects since they're now in their own namespace (Contd.) 9 anni fa
  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 9 anni fa
  BearishSun 36139ced8f OpenGL/Vulkan: Nicer way of checking and dealing with (un)supported pixel formats 9 anni fa
  BearishSun 5350cca1a2 Vulkan: Better image access mask tracking and handling 9 anni fa
  BearishSun 4ce05d637b Vulkan: Simplifying image layout transitions so they can be properly tracked across multiple command buffers 9 anni fa
  BearishSun 27533beff9 Vulkan: When internal image/buffer objects change (e.g. due to a discard caused by a write, or otherwise), properly update the descriptor sets the original buffers were bound to, so they instead use the new versions 9 anni fa
  BearishSun fa27cbfa05 Vulkan: Depth-stencil image bound in the shader now properly uses the depth aspect only 9 anni fa
  BearishSun 21eb8822cf Various Vulkan fixes and tweaks 9 anni fa
  BearishSun 7baeedb0b3 Vulkan textures can now be modified between uses, without causing the modifications to influence previous operations using the texture 9 anni fa
  BearishSun 0ab4c38048 Vulkan buffer and image copies will now keep track if the resource is used elsewhere, and if so they will create a new resource internally, so that the copy doesn't modify the resource use in the previous operation 9 anni fa
  BearishSun 349e9002be Vulkan: When locking/unlocking texture access masks are now properly determined from their layout 9 anni fa
  BearishSun fcffdb7a4d Vulkan: Handling layout transitions for textures used both as framebuffer attachments and shader inputs 9 anni fa
  BearishSun 896a17335d Vulkan framebuffer now provides access to individual image resources 9 anni fa
  BearishSun 84089250e9 Vulkan texture copy and resolve 9 anni fa
  BearishSun 9c52e15fe4 Adding subresources for Vulkan images, for more precise usage tracking 9 anni fa
  BearishSun ff0accfe92 Vulkan texture direct mapping 9 anni fa
  BearishSun 9e1b7aea56 Vulkan texture locking/unlocking WIP 9 anni fa
  BearishSun 7fa57750e4 Getting rid of core thread accessors as they were confusing and of little practical use 9 anni fa
  BearishSun aa226e61ce Massive namespace rename BansheeEngine -> bs 9 anni fa
  BearishSun 9f08aa6622 Updated texture read/write API so it may be executed on different GPU's and/or different GPU queues 9 anni fa
  BearishSun cddbc55301 Vulkan texture creation 9 anni fa
  BearishSun 6e60730055 More work on Vulkan buffers 9 anni fa
  BearishSun 6455c6237d Added VulkanImage resource for managing and tracking Vulkan images 9 anni fa
  BearishSun 234e7e004e Added skeleton for Vulkan render API 9 anni fa