This turned out to be a little bit more involved than I had hoped. But,
with this, we can now use the `VK_FORMAT_A4R4G4B4_UNORM_PACK16` and
`VK_FORMAT_A4B4G4R4_UNORM_PACK16` formats from shaders, use them as blit
sources, and even clear them. Storage images and render targets of these
formats aren't supported, however. To support the latter would require
the insertion of a swizzle into the fragment shader before returning.
The former cannot be reasonably supported.
- When forcing the window system to use the same high-power GPU as the app,
move the call to MTLCreateSystemDefaultDevice() to MVKDevice constructor,
instead of MVKDevice::createSwapchain(), and test whether the
VK_KHR_swapchain extension is enabled to determine the need to swap GPUs.
- After calling MTLCreateSystemDefaultDevice() the GPU will already be
the same high-power GPU, so remove attempting to replace the MTLDevice.
- Remove MVKPhysicalDevice::replaceMTLDevice() as no longer used.
- Remove many unnecessary inline declarations in MVKDevice.h (unrelated).
As of macOS Big Sur and iOS/tvOS 14, the `discard_fragment()` function
in MSL is defined to have demote semantics; that is, fragment shader
output is discarded, but the fragment shader thread continues to run as
a helper invocation. This is very useful for Direct3D emulation, since
this is the semantic that HLSL `discard` has.
Signed-off-by: Chip Davis <chip@holochip.com>
- [MTLDrawable presentAtTime:] syncs to display vsync. To support
VK_PRESENT_MODE_IMMEDIATE_KHR while using VkPresentTimeGOOGLE::presentID,
only call presentAtTime: if VkPresentTimeGOOGLE::desiredPresentTime has
been explicitly set to a non-zero value.
- Clarify initially clearing MVKImagePresentInfo to all zeros.
- Only log performance stats on FPS logging if logging style is explicitly
set to MVK_CONFIG_ACTIVITY_PERFORMANCE_LOGGING_STYLE_FRAME_COUNT (unrelated).
The same compute encoder is used across dispatches and other commands,
which may override compute state, and end up breaking subsequent dispatches.
- Mark compute encoding state dirty when following commands,
which use Metal compute encoders, are issued:
- vkCmdCopyBuffer()
- vkCmdClearColorImage()
- vkCmdClearDepthStencilImage()
- vkCmdFillBuffer()
- vkCmdCopyQueryPoolResults()
- MVKCommandEncoder move marking compute state dirty from
endCurrentMetalEncoding() to getMTLComputeEncoder().
- For efficiency, don't prematurely force end of query copy compute encoder
used on renderpass end, in case compute dispatches follow.
- Update MoltenVK to 1.2.5 (unrelated).
Advertise VK_KHR_depth_stencil_resolve extension on early iOS devices,
since VK_RESOLVE_MODE_SAMPLE_ZERO_BIT is supported on all devices,
even if other resolve modes are not, and makes it consistent with
Vulkan 1.2 mandatory support for VK_RESOLVE_MODE_SAMPLE_ZERO_BIT.
- MTLDevice registryID is not constant across OS reboots,
which is not conformant with deviceUUID requirements.
- Replace with combination of MTLDevice location, locationNumber,
peerGroupID, and peerIndex, which should define uniqueness,
and should be constant across OS reboots.
- Populate deviceLUID from MTLDevice registryID.
- Report error, but do not fail on request for timestamp query pool
that is too large for MTLCounterSampleBuffer.
- Change reported error to VK_ERROR_OUT_OF_DEVICE_MEMORY and clarify
text of error reported when timestamp query pool is too large.
- Clarify error reported for occlusion query pool errors (unrelated).
- Make MVKDevice::enableFeatures() functions into templates to pass struct type.
- Add mvkGetAddressOfFirstMember() to retrieve the address of the first member of
a struct, taking into consideration whether the struct has a Vulkan pNext member.
- Add mvk::getTypeName() and mvk::getOrdinalSuffix() string functions.
Fix depth clamp and texture swizzle feature discovery on simulator builds
Both of these features are not supported by the iphone simulator
and leads to crashes when used