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Change-Id: I6e1160785d4e5c1ee440b99a7f68f475e604d199
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Change-Id: I8cdf8ff46f78991214990dc26537209b4e40001d
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Change-Id: Iacbc19bbdbded188cd6241edefb17f697c3b928c
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
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* changes:
Fixes to GLES3 shader processing pipeline
Bug fixes and improvements.
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Change-Id: I3fa01da7ffb853d74bcb428271166247aee542fe
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- Reflection assigns binding points implicitly
- GLES shader doesn't mix up @version and legacy #version
Change-Id: I82d8d719773263e4e567e606b5644aaf6b7e9132
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- [Vulkan] fixed memory corruption when binding textures
- [Vulkan] fixed memory corruption when binding UBOs
- [Vulkan/GLES] Added API for obtaining device limitations
- [Vulkan/GLES] Added 'flat' keyword support to the parser
Change-Id: I7ac1df5abad042901eaefe41c1fdb0b19d835ac2
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Change-Id: Iba2bd83d2623ead9e907cd1a6d0ffe4f9e4548db
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Changed stencil funcs in graphics-api to better match
the api calls required in both GLES and VUlkan. (Rolled
SetStencilFunc and SetStencilOp into a single SetStencilState).
Added depth buffer creation to swapchain. This should invalidate
all pipelines, as the render pass will change, but we don't have
a pipeline cache yet...
Ensured pipeline counts color attachments of render pass when
setting up blending
Changed clip space matrix to not invert Z.
Change-Id: I5a461b86a8decb7148089b722bef4d226a1c1051
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Change-Id: I3f7ab0fcf280dca3ddae9a7c553c82885d2a1299
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Change-Id: I87b1e7df8b32d9518c30f317deb7ddef00ca979e
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& Vulkan behaviour" into devel/master
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Vulkan behaviour
Change-Id: I08d44294d303a487cc0d2306910d080f5582fb91
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Change-Id: I54a74ef5effb473b83e7175041234335ab578876
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Let we make IsShuttingDown() API as static,
so we can ask it without raw pointer of graphics controller.
Most of API in GLES::Resource hold the eglController as l-value.
So if someone try to get graphics controller after shutting down,
it might make some crash.
To avoid these kind of issue, let we ensure to call DiscardResource
only if graphics controller is not in shutting down.
TODO : native image should be called DiscardResource() even if it is shutting
downed. How can we ensure it?
Change-Id: I87ec5d96d8c12c054f00db346564f7bae8d5d3bb
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Instead of creating a physical device, then creating a surface
and asserting if that device can't support the surface,
creates the vulkan surface, and checks against each device to see
if that surface can be presented.
Change-Id: I25c22c6068b2e91f3f7e49cd509c52adcf7cef12
Signed-off-by: David Steele <david.steele@samsung.com>
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Change-Id: I495122c5270aac65be7c0ce7b254f612f5f40278
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* changes:
Changed vulkan-fence to use unique_ptr
Vulkan render pass uses ref counted handle
Vulkan resource lifecycle management
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Change-Id: I16ce7eff8ed73ab3395c1521d516a9edb3449b8f
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As we are now sharing render pass between framebuffers
of a swapchain, using a ref-counted handle will ensure
that we can clean this up safely.
Change-Id: Ic103c57314c39c2141883d688175664c8d30939d
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For Vulkan implementation of graphics resources:
Added discard queue, that's cleaned down during Flush().
Added ResourceWithDeleter as a secondary interface on top of ResourceBase, to allow
Program/Pipeline to inherit solely from ResourceBase, and not have to utilize the
same resource deleters that the main graphics objects require.
Removed VkResource inheritance completely from Impl classes.
Kept VkResource as VkSharedResource, as we may still use this on RenderPassImpl
All Impl classes now have a public Destroy method which is called from their
destructor, but may also be called earlier if needed. Note, CommandBuffers should
not be deleted directly, but instead returned to the command pool for re-use.
Implemented owned containers for some Impl objects using
std::unique_ptr. Framebuffer owns it's attachments, Swapchain owns
it's framebuffers.
Change-Id: I651ed4d041cd2fb3e7698304eeede66625031945
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instead string_view
Until now, Precompiler hold only string_view.
It mean, the lifecycle of shader code is not depend on that object.
To make sure that we could control the lifecycle of source code string,
let we keep it as std::string, instead of std::string_view.
And also, make we use std::move instead of copy them.
It will make less performance overhead.
Change-Id: I2b5949b5a408865b5879448630c65a6d3682ecee
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I55c93244b1c4e1804c7e00baaca4fcf44d404718
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constructor" into devel/master
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Change-Id: Ia034489abd004c0080d772e84e0c797f5b30e985
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Change-Id: I56fa73fb16275720c3717e6c30b5dd692720e3b3
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- Previously, the web engine was fixed and selected for all DALi/NUI APPs in dali.sh, but now it can be chosen in the constructor.
Change-Id: I481e5ee48553c29141ecf3ef78ce7cd30f743267
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* changes:
Vulkan rendering tweaks
Remove swapchain renderpass duping
Fixing up Vulkan validation errors
Updating and binding descriptor sets
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comparision" into devel/master
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toolkit" into devel/master
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Adds a clip space transform matrix to convert from GL clip space to
Vulkan clip space.
Ensures we can get the current framebuffer during recording cmd
buffers from the render target.
Ensure that the color write mask is set to write RGBA bits
DALi is now rendering using Vulkan! (Still a way to go, though)
Change-Id: Id84cca07dbd61a0cf6fdff6672cd410cf365d956
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Change the swapchain framebuffer creation to utilize only
1 render pass.
Change-Id: Ia7f4771ee420997b7bc070e6b7685084ecd38acd
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Changed BindVertexBuffers to use single instance
(To work around GLES impl using 0)
Changed command submission to use PipelineStage: eFragmentShader
Added DeviceWaitIdle() to SwapBuffers() (now called from PostRender)
Ensured SwapBuffers() is called to change swapchain index.
Change-Id: I6c53e369c60969fb920d097bece73dea4b7da0f1
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Binding uniform buffer and sampler descriptor sets
prior to draw command.
Necessitates looking up the binding points for the samplers
from the reflection, as the Graphics API defines it as
texture unit in GLES (No such thing in Vk)
Also transitioned the image layouts to shader read only after
direct memory copy.
Change-Id: I99d8d3a1592a70c75d740f9d24ac242093141528
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Since source code after ShaderImpl::StripLegacyCodeIfNeeded might be changed,
shader code comparision not works well.
To fix this issue, let we store the offset of code what we removed,
and compare with inputed shader code, only after that offset.
Change-Id: I699125fa2c471473e85ad6104b200d609fdd92e4
Signed-off-by: Eunki Hong <eunkiki.hong@samsung.com>
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Let we clear pre compiled programs before shutdown graphics.
Change-Id: I58f7a0dee07853cb9bb8992e80eb696e7511367b
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Let we make pre compiled shader also use GenerateTaggedShaderPrefix()
Change-Id: I85299cb212a3130ed6c37a37bf866fe20dab8ea5
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Change-Id: I498ddcf33643ed69c26ef8795249f8f7c02ae6c0
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into devel/master
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Modify API name as Bottom mode and the description fo window API AlwaysOnTop and fix the white space.
Change-Id: Idf1773519d4b1df220b5a32438cecdbd5a6128d1
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TODO : LanczosSample support only for 1BPP and 4BPP.
Until support it with various pixel format, just use LinearSample instead.
Change-Id: I7c42859987964397fa7dfd2d2ee565e16cd61832
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
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Supports to change the window layer to the bottom.
It is only efffected with same notification layer.
Change-Id: Ib336a9d9b725b076045a225316900ab193711686
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