And clean up the resulting errors. While some were tricky, there weren't
all that many: just some attachment issues and the multi-stage image
copy for scraps.
Fixing scraps required a barrier between copies. It might be overkill,
but a transfer_dst to transfer_dst image barrier worked.
Fixing attachments was a bit trickier:
- depth needed early and late fragment tests to be treated as one stage
- all attachments that were read later needed storeOp = none (using the
extension)
- and then finalLayout needed to be correct to avoid ghost transitions
- as well, for some reason the deffered gbuffer subpass needed a depth
dependency on the translucent pass even though neither one writes to
the depth attachment (possibly a validation bug, needs more
investigation).
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
2021-01-21 16:44:07 +09:00
Renamed from libs/video/renderer/vulkan/texture.c (Browse further)