There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.
Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
Sometimes NXT provides default objects for parts of the pipelines, for
example a default pipeline layout. This objects were create with code
like: device->CreateFooBuilder()->GetResult(); and stored in a Ref<>.
This caused the object to have on external reference and two internal
references and not get destroyed when the Ref<> goes out. Call Release
on these objects to remove the external reference and fix the leak.
Was found via the Vulkan validation layers that were complaining that a
VkPipelineLayout was leaked.
This as this is the first command handled by the Vulkan backend, this
commit also introduces the b:✌️:CommandBUffer class and implements
b:✌️:Queue::Submit.
Also enables the BufferSetSubData tests that are now passing on Vulkan
even though the buffer transitions are unimplemented.
This introduce a new FencedDeleter service as part of the Device
objects that tracks when resources are no longer used and deletes them.
BufferVk takes advantage of this to defer the deletion of its handle
that was previously incorrectly delete directly in ~BufferVk.
On 32 bit Vulkan typedefs these handles to uint64_t which breaks
function overload resolution. Replace the
VK_DEFINE_NON_DISPATCHABLE_HANDLE and VK_NULL_HANDLE defines to be
opaque C++ types with the same capabilities.
Previously we would modify the GL state as soon as we saw
SetIndex/VertexBuffers. This GL state is owned by the VAOs in the
InputState and was disappearing on a Pipeline change. Fix this by
applying the index / vertex buffers lazily.