* Pass MultiRange to BufferManager
* Implement support for multi-range buffers using Vulkan sparse mappings
* Use multi-range for remaining buffers, delete old methods
* Assume that more buffers are contiguous
* Dispose multi-range buffers after they are removed from the list
* Properly init BufferBounds for constant and storage buffers
* Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback
* Fix misaligned sparse buffer offsets
* Null check can be simplified
* PR feedback
* GPU: Add fallback when textureGatherOffsets is not supported.
This PR adds a fallback for GPUs or APIs that don't support an equivalent to the method `textureGatherOffsets`, where each of the 4 gathered texels has an individual offset. This is done by reusing the existing code to handle non-const offsets for texture instructions, though it has also been corrected as there were a few implementation issues.
MoltenVK reports support for this capability, and it didn't error when we initially released the MacOS build, but that has since changed. MVK still reports support, but spirv-cross has been fixed in a way that it _attempts_ to use this capability, but the metal compiler errors since it doesn't exist.
Some other fixes:
- textureGatherOffsets emulation has been changed significantly. It now uses 4 texture sample instructions (not gather), calculates a base texel (i=0 j=0) and adds the offsets onto it before converting into a tex coord. The final result is offset into a texel center, so it shouldn't be subject to interpolation, though this isn't perfect and could have some error with floating point formats with linear sampling. It is subject to texture wrap mode as it should be, which is why texelFetch was not used.
- Maybe gather should be used here with component `w` (i=0, j=0), though this multiplies number of texels fetched by 4... The way it was doing this before _was_ wrong_, but doing it right would avoid issues with texel center precision.
- textureGatherOffset (singular) now performs textureGather with the offset applied to the coords, rather than the slower fallback where each texel is fetched individually.
* Increment shader cache version, remove unused arg
* Use base texture size for gather coord offset.
Implicit LOD for gather is not supported.
* Use 4 texture gathers for offsets emulation
Avoids issues with interpolation at cost of performance
(not sure how bad this is)
* Address Feedback
* Implement vertex and geometry shader conversion to compute
* Call InitializeReservedCounts for compute too
* PR feedback
* Set clip distance mask for geometry and tessellation shaders too
* Transform feedback emulation only for vertex
* Move shuffle handling out of the backend to a transform pass
* Handle subgroup sizes higher than 32
* Stop using the subgroup size control extension
* Make GenerateShuffleFunction static
* Shader cache version bump
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Restore a few unused methods and variables
* Silence dotnet format IDE0052 warnings
* Address dotnet format CA1816 warnings
* Address or silence dotnet format CA1069 warnings
* Address remaining dotnet format analyzer warnings
* Address review comments
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Revert formatting changes for while and for-loops
* Another rebase, another dotnet format run
* Run dotnet format whitespace after rebase
* Run dotnet format style after rebase
* Run dotnet format analyzers after rebase
* Run dotnet format after rebase and remove unused usings
- analyzers
- style
- whitespace
* Disable 'prefer switch expression' rule
* Add comments to disabled warnings
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Start working on disabled warnings
* Address IDE0251 warnings
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First dotnet format pass
* Address review feedback
* Add trailing commas
* Remove SuppressMessage for IDE0066
* Make explicit Equals implementation implicit
* Implement transform feedback emulation for hardware without native support
* Stop doing some useless buffer updates and account for non-zero base instance
* Reduce redundant updates even more
* Update descriptor init logic to account for ResourceLayout
* Fix transform feedback and storage buffers not being updated in some cases
* Shader cache version bump
* PR feedback
* SetInstancedDrawVertexCount must be always called after UpdateState
* Minor typo
* Add support for VK_EXT_depth_clip_control.
* Code review feedback
Minor formatting
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Check .DepthClipControl to make sure the host actually supports the feature.
* Review feedback: remove Vulkan platform switch, relying on QueryHostSupportsDepthClipControl to drive the behaviour - OpenGL returns true, and any future platforms that don't support the [-1, 1] depth mode can return false for the transformation.
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Co-authored-by: gdkchan <gab.dark.100@gmail.com>