Commit Graph
44 Commits
Author SHA1 Message Date
pezcode ba467be036 Add support for indirect draw with indirect count (#2925)
* Add indirect draw with indirect count (BGFX_CAPS_DRAW_INDIRECT_COUNT)

* Update bindings

* VK: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT

* D3D12: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT

* GL: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT

* 48-drawindirect: Use BGFX_CAPS_DRAW_INDIRECT_COUNT if available

* 48-drawindirect: Update shaders
2022-09-17 18:16:19 -07:00
pezcode d7a8e50d26 Fix resource register macro expansion (#2747)
The preprocessor library (fcpp) has issues with ## and doesn't expand
properly. We can work around that by using the [reg] syntax which is
supported for all shader targets that internally use HLSL through glslang.
2022-03-22 20:47:29 -07:00
pezcode 88a6317a93 Switch to imgui IO event API (#2726)
Added in imgui 1.87
2022-02-11 08:12:27 -08:00
pezcode 4b04a8ced8 Vulkan: replace deprecated version macros (#2721) 2022-02-06 17:32:03 -08:00
pezcode 841ab98cfa Imgui fixes (#2720)
* Pass Meta key modifier to ImGui

* Use index offset provided by ImGui

* Use vertex offset provided by ImGui

We need to tell ImGui we can support per-draw vertex offsets. Useful for
complex widgets like implot.
2022-02-06 17:31:27 -08:00
pezcode d32d3b19b6 Fix 21-deferred with texture array frame buffer (#2646) 2021-10-28 16:46:57 -07:00
pezcode 9f3b3d38c5 Fix isTextureValid number of layers check (#2639) 2021-10-27 09:27:15 -07:00
pezcode be2c110781 Vulkan: raise maximum number of swapchain images (#2619) 2021-09-30 15:01:39 -07:00
pezcode ec7cb7608e Fix textureGather in example 39 (#2596) 2021-08-24 19:30:27 -07:00
pezcode f80d31f1f4 HLSL: add textureGather for all components (#2595) 2021-08-24 17:26:03 -07:00
pezcode 103179f74d Vulkan: fix present elapsed calculation (#2592) 2021-08-20 07:15:27 -07:00
pezcode d77f8686f9 Vulkan: fix layer calculation for (cubemap) array texture update (#2591) 2021-08-20 07:15:10 -07:00
pezcode e8281f8656 Vulkan: correctly resolve attachments of destroyed framebuffer (#2576) 2021-08-09 13:42:54 -07:00
pezcode ae111f1946 Vulkan: fix RGBA8 backbuffer capture (#2575) 2021-08-09 13:42:00 -07:00
pezcode 97c4abef01 GLES: fix compilation (#2508) 2021-05-05 14:24:35 -07:00
pezcode 2c21f68998 VPRT support for D3D11, D3D12, GL (#2507)
* glsl-optimizer: whitelist ARB_shader_viewport_layer_array_enable

* D3D11: remove duplicate structs and enums

* D3D11: report BGFX_CAPS_VIEWPORT_LAYER_ARRAY

* D3D12: report BGFX_CAPS_VIEWPORT_LAYER_ARRAY

* GL: support for BGFX_CAPS_VIEWPORT_LAYER_ARRAY

* D3D11: multi-layer MSAA resolve

* D3D12: multi-layer MSAA resolve

* D3D12: fix binding multi-layer resolved textures

* GL: fix multi-layer rendertarget creation
2021-05-05 11:58:21 -07:00
pezcode 56fbe55b3d Vulkan: occlusion queries, housekeeping - attempt 2 (#2506)
* Cleanup

* Request host-cached memory for readback

* Request device-visible memory for the uniform buffer

* Use more fine-grained image memory barrier stages

* Don't rebind vertex and index buffers if not necessary

* Timer queries

* Don't transition images during a renderpass

* Cache descriptor sets

* Trigger RenderDoc capture if requested

* Fix invalid command buffer after surface recreation

* Perform clear and blit before compute

* Use init.debug to enable validation layers

...instead of always enabling them in debug config

* Only resolve framebuffer once

* Report number of primitives without index buffer

* Minimize state changes

* Occlusion queries

* Transition swapchain image from undefined layout

* Make sure we have a combined graphics and compute queue family

Existing code already makes that assumption, otherwise we'd need different command queues and explicit resource queue transitions. The spec also guarantees that a device with such a queue family should exist.

* Release cached image views on texture destruction

* Fix stencil-only clear

* Fix non-zero integer format clear

* Annotate all optional functions with their extensions

* Support for BGFX_SAMPLER_SAMPLE_STENCIL

* Remove unused extension functions

* Support for BGFX_SAMPLER_BORDER_COLOR

* Undo descriptor set cache

Try this again in another PR... the hashing doesn't quite work with some bind combinations, and the cache needs a better eviction strategy

* Don't start renderpass for empty draw calls

* Advertize graphics debugger, if present

ie. RenderDoc

* Cleanup

* Only enable required features and extensions

* Don't spam warning about swapchain format fallback

* Cleanup
2021-05-03 10:17:43 -07:00
pezcode 2fb67a707b Vulkan: occlusion queries, housekeeping (#2505)
* Cleanup

* Request host-cached memory for readback

* Request device-visible memory for the uniform buffer

* Use more fine-grained image memory barrier stages

* Don't rebind vertex and index buffers if not necessary

* Timer queries

* Don't transition images during a renderpass

* Cache descriptor sets

* Trigger RenderDoc capture if requested

* Fix invalid command buffer after surface recreation

* Perform clear and blit before compute

* Use init.debug to enable validation layers

...instead of always enabling them in debug config

* Only resolve framebuffer once

* Report number of primitives without index buffer

* Minimize state changes

* Occlusion queries

* Transition swapchain image from undefined layout

* Make sure we have a combined graphics and compute queue family

Existing code already makes that assumption, otherwise we'd need different command queues and explicit resource queue transitions. The spec also guarantees that a device with such a queue family should exist.

* Release cached image views on texture destruction

* Fix stencil-only clear

* Fix non-zero integer format clear

* Annotate all optional functions with their extensions

* Support for BGFX_SAMPLER_SAMPLE_STENCIL

* Remove unused extension functions

* Support for BGFX_SAMPLER_BORDER_COLOR

* Undo descriptor set cache

Try this again in another PR... the hashing doesn't quite work with some bind combinations, and the cache needs a better eviction strategy

* Don't start renderpass for empty draw calls

* Advertize graphics debugger, if present

ie. RenderDoc

* Cleanup

* Only enable required features and extensions

* Don't spam warning about swapchain format fallback

* Cleanup
2021-05-02 20:09:33 -07:00
pezcode 87855128bb Vulkan: merge shared shader bindings (#2492) 2021-04-22 12:09:54 -07:00
pezcode 8e76e5e85c Vulkan: multiple windows, capture support (#2491)
* Use correct aspect masks for stencil-only textures

* Make vkEnumerateInstanceVersion optional

This makes init not abort on Vulkan 1.0

* Move swapchain into FrameBufferVK

* Remove duplicate render pass creation code

* Manually resolve MSAA backbuffer

not guaranteed to be supported, but reduces resolve operations from 2 * (num views using backbuffer) to 1

* Support for multiple windows (BGFX_CAPS_SWAP_CHAIN)

* Capture support (BGFX_RESET_CAPTURE)

* Display present timings

* Recreate surface if native window handle changed

* Delayed swapchain deletion on resize

no more vkDeviceWaitIdle

* Recreate surface if BGFX_RESET_HIDPI is toggled

* Don't recreate swapchain if only the MSAA sample count changed

* Some extra caps checks

* Configurable backbuffer depth format

* Configurable backbuffer color format
2021-04-21 18:41:49 -07:00
pezcode e8d4b3dcce Fixes for multiple windows and example 22 (#2483) 2021-04-19 15:30:03 -07:00
pezcode 9e025301a9 Vulkan: add headless and MSAA backbuffer support (#2472)
* Swapchain class

* Headless support

* MSAA backbuffer

* Fix framebuffer resolve

layout transitions were missing and framebuffer mips and layers weren't used

* Fix blit with MSAA resolve source

only the main texture layout was transitioned

* Fix pipeline hash
2021-04-16 09:54:37 -07:00
pezcode eec0fcd867 Remove unused attributes in debug draw shaders (#2468) 2021-04-11 18:26:23 -07:00
pezcode 900afe7644 GL: only unbind instance buffer if it changed (#2463) 2021-04-09 09:36:21 -07:00
pezcode 2240c591a1 Vulkan: ignore unused storage buffers (#2460) 2021-04-08 20:26:17 -07:00
pezcode b298851bf0 Vertex buffer fixes (#2458)
* Vulkan: calculate vertex count from all streams, not just the first

...which might not exist in the first place

* Vulkan: use correct vertex stream offsets and handles

* D3D11: remember stream vertex count when no index buffer is bound
2021-04-08 10:28:42 -07:00
pezcode cb49df3bca Bind IMAGE2D_RO correctly as a texture2D without a sampler (#2454) 2021-04-07 20:05:17 -07:00
pezcode 870d14110b Vulkan: allow writing to gl_FragColor without framebuffer color attachment (#2452) 2021-04-07 07:21:02 -07:00
pezcode 9a91bc3496 Fix example 31-rsm Vulkan shaders (#2453) 2021-04-06 19:46:26 -07:00
pezcode db12a1d0e1 Vulkan: alias texture types in shaders + misc fixes (#2447)
* Don't enable optional extensions if BGFX_CONFIG_RENDERER_USE_EXTENSIONS is 0

* Support rendering to slices of 3D textures

* Create transient command pool

* Blit array layers for non-cube textures

* Clean up destroy and release functions

Simplifies CommandQueueVK code, automatically sets handles to NULL after release(), removes the need for explicit StateCacheT instantiations, and enables usage of StateCacheLru

* Fix renderpass hash calculation

* Allow sampling cube array textures

* Make StateCacheLru work with types overloading the address-of operator

* Alias textures to shader sampler type

Requires shaders with shaderc binary version 8 or higher

* Fix 32-bit compilation
2021-04-05 07:40:15 -07:00
pezcode 9d09088488 Additional framebuffer validation (#2448) 2021-04-05 07:23:25 -07:00
pezcode e38920c07b View rect/scissor and framebuffer validation (#2439)
* Crop view rect and scissor to frame-/backbuffer size

* Validate framebuffer attachments

Check texture size, mip, layer range, layer count mismatch

* Remove framebuffer check from Vulkan backend

* Fix layer check for 3D attachment

* Cleanup
2021-04-01 16:18:09 -07:00
pezcode 02e4786e04 Vulkan: fix sync hazards (#2419)
- write-after-write when blitting to the same image
- missing barrier between compute dispatches if a view has no draws
2021-03-06 18:56:55 -08:00
pezcode 28be8bba61 Vulkan extension detection fix (#2418)
* Fix variable naming

* Check if VK_KHR_get_physical_device_properties2 is actually supported

* Fix extension detection logic

Device extension data wasn't cleared after enumerating each physical device, essentially checking if ANY device supports that extensions, not just the selected device
2021-03-03 16:55:01 -08:00
pezcode f9679fde50 Misc. Vulkan features and fixes (#2417)
* Vulkan: add conservative rasterization

* Vulkan: check device features for caps and state

* Vulkan: add line AA

* Don't assert in init()

* Vulkan: fix swapchain reset logic and handle lost surface

* Vulkan: report dedicated memory info in Stats

* Vulkan: fix sRGB backbuffer pipeline hash

* Vulkan: check BGFX_RESET_SUSPEND
2021-03-02 18:23:55 -08:00
pezcode ece0c4e1a1 Vulkan: ignore BGFX_CLEAR_STENCIL if depth attachment has no stencil (#2413) 2021-02-28 15:16:19 -08:00
pezcode 302c978b1d Make shaderc output independent of backend enums (#2411)
* Fix typo in SPIR-V id

* Use backend-agnostic shaderc output

...as opposed to directly storing and comparing against Vulkan and WebGPU enums. This is backwards-compatible with existing code and shaders.

* Remove comments and Undefined value
2021-02-28 12:38:12 -08:00
pezcode 9999d43374 Vulkan: fix scratch buffer size calculation (#2409) 2021-02-26 11:40:38 -08:00
pezcode 8d51de5c5d Various Vulkan fixes (#2408)
* Vulkan: query max anisotropy

...instead of hardcoding it to 4

* Vulkan: use BGFX_CONFIG_MIP_LOD_BIAS

* Vulkan: consider BGFX_CONFIG_PREFER_DISCRETE_GPU at device selection

* Vulkan: implement resizing for textures with backbuffer ratio size

* Vulkan: use correct framebuffer attachment layer and mip

* Vulkan: bind correct image mip

* Cleanup

* Vulkan: add indirect draw support

* Vulkan: add support for BGFX_DEBUG_WIREFRAME

* Vulkan: check all extensions and layers

... not just the first 64

* Vulkan: add support for VPRT

https://github.com/bkaradzic/bgfx/issues/2320
2021-02-25 14:31:18 -08:00
pezcode fcc44dc107 Vulkan sync rewrite (#2402)
* Vulkan: allow setting image debug name

* Vulkan: record multiple frames ahead of the GPU

...instead of stalling on the CPU after each submit. Controllable with init.resolution.maxFrameLatency, same as the D3D11/12 backends.

* Vulkan: some additional checks at swapchain creation

* Vulkan: stall for screenshot

* Vulkan: move blit out of render pass

* Vulkan: deferred framebuffer deletion

* Vulkan: fix cubemap blit

* Cleanup

* Vulkan: storage image must have GENERAL layout and has no sampler

* Vulkan: use slightly more fine-grained barriers

* Vulkan: readTexture should stall, too

* Cleanup

* Vulkan: selective acquire

Don't acquire a swapchain image if no view renders to the backbuffer, avoiding stalls due to vsync or reaching the backbuffer limit

* Vulkan: deferred program and state cache deletion

* Vulkan: fix debug blit
2021-02-23 12:53:12 -08:00
pezcode f983367d75 Vulkan synchronization fixes (#2386)
* Fix out of bounds index for unknown device types

* Vulkan: Insert barrier before image host reads

* Vulkan: Make commands wait for the wait semaphore

Making commands wait at BOTTOM_OF_PIPE is a no-op, resulting in instant execution

* Vulkan: Insert barrier between views/dispatches instead of waiting on the host

* Vulkan: Fix determination of access flag from image layout

This fixes two write-after-write races with copy commands after a layout transition to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL

* Add BGFX_MAX_FRAME_LATENCY define

Affected backends either used a magic value of 3 or defined their own XX_MAX_FRAMES_IN_FLIGHT to be 3

* Vulkan: Include indirect draw in pipeline barrier

* Vulkan: honor init.resolution.numBackBuffers for swapchain size

* Make max frame latency configurable at compile time
2021-02-11 20:29:52 -08:00
pezcode 09c11bca29 Mip + blit fixes (#2281)
* D3D12: Fix readback for non-zero mip

* Fix blit with non-zero mip

This required clamping the blit extents to the mip size, which is moved out of the renderers now

* Assert formatting
2020-10-09 15:32:50 -07:00
pezcode 2829df055c Vulkan: Add texture readback (#2280)
* Vulkan: Add texture readback support

* Vulkan: Simplify screenshot code
2020-10-09 13:05:44 -07:00
pezcode 3142be44a5 D3D12: Fix readback src pitch calculation (#2278) 2020-10-08 16:47:29 -07:00