Closes#234.
All credit for debugging and figuring out what the problem is goes to Mateo, I
made a different fix for it.
Co-authored-by: Mateo de Mayo <mateo.demayo@collabora.com>
Some drivers do not advertise support for VK_KHR_maintenance2 in
Vulkan 1.1, because it has been promoted to core.
This caused a validation error on compositors that use Vulkan 1.1
because the scratch image is allocated with unorm format and STORAGE
usage: an image view with srgb format can not be created with STORAGE
usage on many GPUs.
a/d3d: Improve allocation
Enable D3D11 and D3D112 depth images using DXGI handles
Allow D3D depth by default
D3D: only use DXGI handles
NT handles don't support depth formats and may fail to properly interop with Vulkan with some image dimensions.
Removed D3D_COMPOSITOR_ALLOW_DEPTH env.
D3D now always imports depth.
Added authorship.
Format pass
Fix D3D compositor tests
ipc: Fix HANDLE bit twiddling code
Merge into commits related to D3D depth changes. Makes the code compile
as C++, useful for Windows traceing
Co-authored-by: Robbie Bridgewater <ebridgewater@magicleap.com>
Co-authored-by: Fernando Velazquez Innella <finnella@magicleap.com>
Co-authored-by: Jakob Bornecrantz <jakob@collabora.com>
Currently, there is a single command pool in the vk bundle, shared by
everyone. Since command pools (and command buffers allocated from those
pools) can only be used on one thread at a time, this requires locking.
However, the main point of having these annoying command pool things in
the first place is that you can use one for each thread/lifetime/area in
the app and avoid the overhead of the locks (both computational and
cognitive).
In this change I have given the rendering bits of the compositor its own
command pool. Instead of allocating and freeing a command buffer every
frame, a single command buffer is allocated from the pool during
initialization, and the pool is reset at the beginning of each frame.
Normally, multiple pools would need to be used, but this is not
necessary in monado because frames are serialized. The `TRANSIENT` and
`ONE_TIME_SUBMIT` flags have been added, which can allow for some driver
optimizations. The render code no longer takes out the command pool
mutex. The shared command pool is still there for a few remaining
places where vulkan work needs to be done outside the compositor.
I used the command buffer vulkan helpers when possible, but I would
maybe propose the idea of removing them, since they aren't really
wrapping much at this point. The `C` macro helps a lot and it's a bit
easier to see the Vulkan details in front of you instead of needing to
switch back and forth between the helper.
Later, I think it would be cool to apply and document some constraints
like "the queue is only accessed in functions XYZ, the render_resources
command pool must only be accessed in layer_commit from 1 thread" etc.