Minor Vulkan fixup.
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@@ -182,7 +182,7 @@ When building for WebGL, you'll also need to set `EMSDK`. See [WebAssembly](#web
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### IDE
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We recommend using CLion to develop for Filament. Simply open the root directory's CMakeList.txt
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We recommend using CLion to develop for Filament. Simply open the root directory's CMakeLists.txt
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in CLion to obtain a usable project.
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### Easy build
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@@ -11,7 +11,7 @@
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</style>
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**Vulkan Backend**
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*Last updated: 1 Feb 2019*
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*Last updated: 6 Feb 2019*
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@@ -224,7 +224,7 @@ the BlueVK header, which in turn includes the Vulkan headers.
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Here we list some of the most significant issues and to-be-done items for the Vulkan backend.
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- We haven't done any performance analysis yet
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- We need to do more performance analysis
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- We don't have great stress tests, but we should at least:
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1. Try sponza on a Pixel 2
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2. Capture a systrace
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@@ -244,9 +244,6 @@ Here we list some of the most significant issues and to-be-done items for the Vu
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- We don't *quite* have feature parity with the OpenGL backend
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- No support for streaming camera texture yet
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- This is possible, even in Android O, just haven't gotten around to it yet
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- Some texture format limitations
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- No compressed textures yet
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- We do not allow 24-bit types
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- Filament fences don't map well to Vulkan semantics
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- Higher level timing queries might make more sense
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@@ -796,11 +796,11 @@ void waitForIdle(VulkanContext& context) {
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// First, wait for submitted command buffer(s) to finish.
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if (context.currentSurface) {
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VkFence fences[2];
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VkFence fences[4];
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uint32_t nfences = 0;
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auto& surfaceContext = *context.currentSurface;
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for (auto& swapContext : surfaceContext.swapContexts) {
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assert(nfences < 2);
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assert(nfences < 4);
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if (swapContext.submitted && swapContext.fence) {
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fences[nfences++] = swapContext.fence;
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swapContext.submitted = false;
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