Commit graph

156 commits

Author SHA1 Message Date
Christoph Oelckers
ab256945aa - use I_Error for throwing errors in the Vulkan backend and print the message if one gets thrown during init. 2019-04-08 23:48:46 +02:00
Magnus Norddahl
2694b0a167 - workaround for drivers that bug by never acquiring an image 2019-04-08 21:01:40 +02:00
Magnus Norddahl
c98dfd1790 - improve swap chain resize and handle the edge cases for the swap chain 2019-04-08 19:23:37 +02:00
Magnus Norddahl
20fde9f8be - clean up swapchain class 2019-04-08 18:14:07 +02:00
Magnus Norddahl
d114575bd1 - implement custom post process shaders for vulkan backend 2019-04-08 00:47:55 +02:00
Magnus Norddahl
f7069c4ddc - there is no need to track a transfer family - yet another pointless detour thanks to vulkan-tutorial.. 2019-04-04 15:58:48 +02:00
alexey.lysiuk
df8fa90a34 - fixed compilation warnings reported by Clang
src/rendering/vulkan/renderer/vk_renderpass.cpp:44:22: warning: comparison of integers of different signs: 'std::__1::vector<FVertexBufferAttribute, std::__1::allocator<FVertexBufferAttribute> >::size_type' (aka 'unsigned long') and 'int' [-Wsign-compare]
src/rendering/vulkan/system/vk_framebuffer.cpp:860:55: warning: format specifies type 'int' but the argument has type 'VkDeviceSize' (aka 'unsigned long long') [-Wformat]
src/rendering/vulkan/system/vk_objects.h:471:23: warning: suggest braces around initialization of subobject [-Wmissing-braces]
2019-03-30 11:15:49 +02:00
Magnus Norddahl
9f0f659db0 - remove old vid_maxfps implementations as they were garbage anyway and the new one works on all the platforms 2019-03-26 11:10:17 +01:00
Magnus Norddahl
6078428b84 - fix typo in sleep 2019-03-26 10:46:31 +01:00
Magnus Norddahl
9f758b0032 - implement vid_maxfps 2019-03-26 10:40:43 +01:00
Christoph Oelckers
b40983be61 - fixed bad Printf formatter. 2019-03-26 08:48:10 +01:00
Magnus Norddahl
1c9bf262e6 - hook up VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT 2019-03-25 21:30:03 +01:00
Magnus Norddahl
7256af0b32 - fix sort bug 2019-03-25 20:41:53 +01:00
Magnus Norddahl
2d8516b2ca - make shaderClipDistance optional 2019-03-25 19:44:46 +01:00
Magnus Norddahl
be74675e5e - change vk_hdr default to false 2019-03-25 01:41:16 +01:00
Magnus Norddahl
c010c5e818 - fully enable vk_hdr as a feature since it works now after the queue family selection was improved 2019-03-25 01:39:27 +01:00
Magnus Norddahl
954b72915c - improve the queue family selection process to pick first entry in the list over later ones 2019-03-24 18:33:59 +01:00
Magnus Norddahl
0be5cc7d1d - initialize array 2019-03-24 18:32:36 +01:00
Magnus Norddahl
88355393df - implement queue family transfers 2019-03-24 18:03:10 +01:00
alexey.lysiuk
90c4e62e67 - removed duplicated expressions 2019-03-24 16:09:01 +02:00
Magnus Norddahl
0c6d0de3ab - do not use persistent buffers for models as it is a limited resource where each consumes a vkDeviceMemory object 2019-03-23 14:58:37 +01:00
Christoph Oelckers
d500cedf49 - call SetData in VKBuffer::Lock so that the buffer is valid.
This allows models to render, but a proper fix should handle mapping of static buffers for real. This workaround just allocates a non-static persistent buffer in CPU memory which is not the most efficient solution here.
2019-03-22 21:14:32 +01:00
Christoph Oelckers
10e62e7b5d - fixed: VkBuffer::mPersistent was not initialized. 2019-03-22 20:32:59 +01:00
Christoph Oelckers
24a52d65a5 - renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic. 2019-03-22 19:54:19 +01:00
Magnus Norddahl
d03839dfef - do not signal mRenderFinishedSemaphore if the submitted commands aren't about to be presented 2019-03-22 13:54:13 +01:00
Christoph Oelckers
4d768e5a49 - use a vector instead of a map to store a texture's descriptor sets.
In this case a map is total overkill and its poor memory locality will always incur some performance hit. A vector here can only collect a very small amount of entries so the time to search is nearly irrelevant.
2019-03-21 23:41:24 +01:00
Christoph Oelckers
3ad9783d8f - fixed the hardware rendering precacher not to evict secondary layers of multi-layer textures.
It will now check all layers of a material.
Additionally it will also delete all descriptor sets of Vulkan hardware textures before precaching to make sure that nothing here can accidentally still reference a deleted texture.
2019-03-21 21:57:39 +01:00
Magnus Norddahl
7b3350ae1e - the material descriptor set must be bound again if the pipeline changes and the new shader uses more textures than the old one 2019-03-18 00:38:09 +01:00
Magnus Norddahl
b62d5784af - bind a texture in all descriptor slots 2019-03-17 23:24:50 +01:00
Magnus Norddahl
ec7a874a61 - implement PrecacheMaterial 2019-03-17 22:41:02 +01:00
Magnus Norddahl
bf85ad4b6a - remove tracking translation in VkHardwareTexture
- only reset the descriptors when recreating the samplers
2019-03-17 22:27:48 +01:00
Magnus Norddahl
2429eba8f6 - remove the old incomplete VkHardwareTexture implementation 2019-03-17 22:10:49 +01:00
Magnus Norddahl
40ee32a0ce - minor adjustments 2019-03-17 21:14:51 +01:00
Magnus Norddahl
29a30037cb - delay destruction of VkHardwareTexture resources until current frame has finished rendering 2019-03-17 20:36:08 +01:00
Magnus Norddahl
c00a46043d - implement ssao 2019-03-16 23:37:38 +01:00
Magnus Norddahl
05f0730c9d - convert PPStep to PPRenderState 2019-03-15 23:24:31 +01:00
Magnus Norddahl
cce96ca87a - implement shadow maps 2019-03-15 07:54:34 +01:00
Magnus Norddahl
836938440c - move swapchain and the presentation related synchronization objects out of VulkanDevice 2019-03-14 23:33:19 +01:00
Magnus Norddahl
9b207b8fe6 - implement save pic 2019-03-14 23:07:52 +01:00
Magnus Norddahl
2d885d4e4c - add some support for using the HDR10 ST2084 color space on monitors that support it (unfortunately it doesn't work, and with virtually no documentation either from nvidia or khronos it is hard to say why) 2019-03-14 00:21:53 +01:00
Magnus Norddahl
625cc11ea2 - capture screenshot support 2019-03-13 14:10:13 +01:00
Magnus Norddahl
5d2917bb4f - implement RenderTextureView 2019-03-13 11:14:42 +01:00
Magnus Norddahl
d78cb959a7 - implement wipe screen copy 2019-03-13 02:23:33 +01:00
Magnus Norddahl
a585a90d81 - VkHardwareTexture needs to BFF with FTexture 2019-03-13 01:15:50 +01:00
Magnus Norddahl
83ee884ffc - remove dead code 2019-03-13 00:59:39 +01:00
Magnus Norddahl
e5e9924c5e - remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2 2019-03-13 00:52:25 +01:00
Magnus Norddahl
903f8b6696 - move the active render target from VkRenderPass to VkRenderState 2019-03-13 00:18:27 +01:00
Magnus Norddahl
dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl
db6a4781c8 - clip scissors (tired of my computer blue screening - thanks NVidia!)
- wrap viewport
2019-03-12 16:17:26 +01:00
Magnus Norddahl
aa84f7b3e6 - fix shaders only being loaded from the engine pk3 2019-03-12 15:02:21 +01:00