Bill Currie
b33df8b698
[vulkan] Clean up a pile of unnecessary includes
2022-05-08 17:57:40 +09:00
Bill Currie
8e658eac78
[vulkan] Correct a pile of copyright attributions
...
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie
d35154ecf1
[vulkan] Clean up a lot of unnecessary includes
...
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
a4f71cb4d5
[renderer] Clean out unneeded input.h includes
...
I really don't know how it goot into the gl/glsl vid_common files, but I
imagine it propogated to vulkan because I copied one then cloned from
there.
2021-10-01 13:11:14 +09:00
Bill Currie
5f93c115ff
[util] Make developer flag names easier to manage
...
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie
a0d47de439
[vulkan] Suppress all the debug output
...
silence is golden
2021-03-23 13:04:22 +09:00
Bill Currie
cbc8ad271a
[vulkan] Convert bsp and draw to deferred
...
This has bsp and draw passing muster with the validation layers.
2021-02-19 11:14:54 +09:00
Bill Currie
eeda04e3c9
[vulkan] Name most resources
...
This makes debugging with renderdoc and validation messages much easier
(no more "what buffer is that?").
2021-01-31 19:58:55 +09:00
Bill Currie
ba6450d0b4
[vulkan] Make a start on the 2D pipeline
...
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00
Bill Currie
94565c2382
Rework much of the Vulkan array handling
...
So much for all those little wrappers hiding the device. Some survived,
but mostly just the bigger things like device, swapchain, etc.
2020-02-17 20:29:35 +09:00
Bill Currie
6e96b91aa1
Fix a couple more optimization warnings
2020-02-11 15:59:12 +09:00
Bill Currie
8148f256f5
Rework object device caching
...
It turned out I needed access to the physical device from a buffer
object, so rather than storing the vulkan logical device directly in
buffer (and other) objects, store the qfv logical device.
2020-02-07 11:45:05 +09:00
Bill Currie
d3b4e4653e
Cache physical devices in the instance
2020-02-06 19:04:28 +09:00
Bill Currie
4957c4f31a
Implement the rest of the command stuff
2019-07-23 13:05:32 +09:00
Bill Currie
a165d67dfa
Add a queue type
2019-07-23 12:37:47 +09:00
Bill Currie
1eafc33052
Ensure vulkan gets shut down
2019-07-13 00:36:21 +09:00
Bill Currie
66e7336b62
Initialize device extension checks early
...
They need to be initialized before attempting to load the function
pointers.
2019-07-12 13:37:30 +09:00
Bill Currie
75f19f7243
Completely rework the vulkan related api
...
Things don't work yet, but this feels much cleaner.
2019-07-12 13:34:31 +09:00