Currently we are translating the index type. This will be changed in a
follow up commit where we move over to index LUT.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
{depth,stencil}AttachmentFormat and p{Depth,Stencil}Attachment are only
allowed if the format contains that aspect. Check this explicitly.
Fixes some validation errors.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
The idea is to use indirect draws and dispatches to implement
predication. For predicated indirect draws, we'll use indirect
count.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Potentially avoids some unnecessary host memory access. Use BDA for
the compute shader so that we can ignore alignment restrictions on
some GPU architectures.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
vkd3d-shader is currently kinda buggy and crashes when you try to trace
DXBC. This used to never be run since it was guarded by
VKD3D_SHADER_DEBUG, but with the move to a static build we merged all
debug logging under VKD3D_DEBUG. Reintroduce different debug channels in
a way that is compatible with a statically linked vkd3d.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Passing the main struct to the public functions allows us
to share common data between multiple types of operations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
The current code uses D3D12 abstractions to create pipelines but
issues raw Vulkan API calls to actually implement the functionality,
which means the code makes assumptions about the exact descriptor
set layout and push constant layout, which is generally a bad idea
now that we have multiple code paths for root constants etc.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>