This removes the following for both Buffer and Texture:
- The builder's SetInitialUsage
- The object's FreezeUsage and TransitionUsage methods
- The CommandBuffer Transition<Object>Usage methods
All samples and tests are simplified as a result. This also obsoletes
the UsageValidationTest which is removed.
Some validation was dependent on "current usage" and hasn't been
reintroduced for implicit transitions yet:
- Buffers can be used while mapped
- Swapchain textures can be used after they have been presented.
Validation for these will involve collecting all the resources used by a
command buffer and will be done in a follow-up patch.
This introduces a small amount of code duplication in the code that
handles push constants. On the plus side it removes the need for all the
asserts around which Metal encoder is active.
This as an API change to get closer to the direction in which WebGPU is
headed. The API change in next.json caused a ton of files to be changed
in the same commit to keep things compiling.
API: the Framebuffer and RenderPass objects are now merged in a single
RenderPassInfo that contains the attachments, loadOps and clear values
for a BeginRenderPass command. The concept of subpass is removed.
The RenderPass creation argument to RenderPipelines is replaced by
explicitly setting the format of attachments for RenderPipeline.
Validation: SetPipeline checks are changed to check that the attachments
info set on a RenderPipeline matches the attachments of the render pass.
Backends: Most changes are simplifications of the backends that no
longer require and indirection to query the current subpass out of the
render pass in BeginSubpass, and don't need to get the attachment info
from a RenderPass when creating RenderPipelines. In the Vulkan backend,
a VkRenderPass cache is added to reuse VkRenderPasses between
RenderPassInfos and RenderPipelines.
Tests and examples: they are updated with the simplified API. Tests
specific to the Framebuffer and RenderPass objects were removed and
validation tests for RenderPassInfo were added.
Tested by running CppHelloTriangle on all backends, end2end tests on all
platforms and all examples on the GL backend.
The indexOffset of the draw was not being used. It must be
included in the indexBufferOffset.
Renamed indexBufferOffset -> indexBufferBaseOffset.
Add a DrawElements test which exercises zero and non-zero index offsets.
This directory used to contain both the state tracking code for the
backends, and the common utilities that could be used both by the
backends and the rest of the code. Things are now:
- src/common is utility code for the whole repo
- src/backend contains libNXT's code
- src/utils is utility code that we don't want in libNXT
This commit also changes all includes to use global paths from src/
bacause it had to touch a bunch of #include statements anyway.
This makes rendering of the samples have the wrong colors on the Metal
backend, but using BGRA made end2end tests fail. The rendering color
will be fixed when the WSI is introduced.
Previously the Metal backend used a manual mutex system to make sure the
BufferSetSubData didn't have data races with reads from the GPU. Replace
this with a non-hacky version
- Make the Buffer objects allocated on the GPU
- Make SetSubData use a ResourceUploader that allocates a CPU buffer
and schedules a CPU->GPU copy.
- Have a list of pending commands and a finished command serial to
order operations and track when resource become unused.
No functional changes intended, but there are a couple additional
cleanups:
- Use anonymous namespaces instead of static functions
- Don't store an extra Device pointer in objects