This adds DeviceBase::ConsumedError which is a helper method intended to
be the main place where Error.h errors are consumed.
To test this mechanism, object creation using descriptors is changed to
use ConsumedError, which finally gets their validation errors go
somewhere. This mechanism isn't final though because we have yet to
implement WebGPU error handling.
windows.h adds macros such as `#define GetMessage GetMessageA` which
cause conflicts in naming when for example a class definition is before
windows.h and a use is after windows.h
Add a header that can be used both to include windows.h and remove
defines, and to only remove defines (when windows.h is included by)
external dependencies.
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.
With this the backend ignores explicit usage transition hints from the
frontent and generates all the barriers automatically based on resource
usage.
The current implementation is very naive and encodes a barrier
immediately just before a resource is used in a new state.
With this commit the Vulkan backend completely ignores the explicit
barrier commands passed from the frontend, and generates its own
pipeline barriers.
Right now it encodes each barrier just before the resources are used,
which is quite bad but will be optimized later.
This commit also makes the frontend command buffer validation perform
the checks necessary for implicit barriers (although they are redundant
with checks for explicit barriers) because the tracking can pre-compute
pass usage information that's useful for the Vulkan backend.
Tests for usage validation inside passes will be added once the concept
of transition is removed from the API.
These should hopefully subsume the ComputeBoids demo for testing purposes. Not all of these tests pass currently:
* ComputeCopyStorageBufferTests.StructTest/D3D12 fails due to "Reading structs from ByteAddressBuffer not yet supported."
* The disabled tests fail for various reasons on various backends.