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 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.
* Use a descriptor for BindGroupLayout
* Fix MatchesLambda
* Add WireTests.StructureOfStructureArrayArgument
* Add BindGroupValidationTests.BindGroupLayoutCache
Instead of initializing all of the bind group layouts in the pipeline
layout to default values, let them be nullptr and allow this elsewhere.
Follow-up on some changes in #206
We are changing all object creation to use descriptors but there is no
creation argument to pass for queue, so instead Device::CreateQueue
takes no argument.
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.
Don't assert on color formats which can be cleared with a
floating-point clear value.
So far, these are { unorm } x { r, rg, rgba, bgra }.
Fix linter error when no files to check.
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.
Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.
Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
Making all textures represented by pointers is a problem for Vulkan
where VkImage is a 64bit type and wouldn't fit in a pointer on 32bit
builds. Make texture contain on of each useful type so that each backend
can choose which one it wants to receive.
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.
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.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
- Updates SPIRV-Cross to the latest version
- Uses the new vertex.flip_vert_y option in ShaderModuleGL
- Enables tests that are now passing in GL.
Explicitly configure swap chain usage in bindings and examples
Fix missing case in switch
Make swap chain Present usage implicit
Author: Austin Eng <enga@google.com>