* 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
* 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
* 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
* WebGPU: Add texture format (shaderc bin version 10)
* WebGPU: Simplify storage images + Fix format decorations
* Shaderc: Cleanup Texture name assumption in textures
* 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