Fixes for Vulkan
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@@ -25,7 +25,8 @@ void GPUBufferViewVulkan::Init(GPUDeviceVulkan* device, GPUBufferVulkan* owner,
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viewInfo.format = RenderToolsVulkan::ToVulkanFormat(format);
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viewInfo.offset = 0;
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viewInfo.range = Size;
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ASSERT_LOW_LAYER(viewInfo.format != VK_FORMAT_UNDEFINED);
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if (viewInfo.format == VK_FORMAT_UNDEFINED)
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return; // Skip for structured buffers that use custom structure type and have unknown format
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VALIDATE_VULKAN_RESULT(vkCreateBufferView(device->Device, &viewInfo, nullptr, &View));
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}
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}
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@@ -1309,6 +1309,11 @@ void GPUContextVulkan::UpdateBuffer(GPUBuffer* buffer, const void* data, uint32
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const auto bufferVulkan = static_cast<GPUBufferVulkan*>(buffer);
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// Memory transfer barrier
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// TODO: batch pipeline barriers
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const VkMemoryBarrier barrierBefore = { VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr, VK_ACCESS_MEMORY_WRITE_BIT, VK_ACCESS_MEMORY_READ_BIT };
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vkCmdPipelineBarrier(cmdBuffer->GetHandle(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 1, &barrierBefore, 0, nullptr, 0, nullptr);
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// Use direct update for small buffers
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if (size <= 16 * 1024)
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{
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@@ -1331,6 +1336,11 @@ void GPUContextVulkan::UpdateBuffer(GPUBuffer* buffer, const void* data, uint32
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_device->StagingManager.ReleaseBuffer(cmdBuffer, staging);
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}
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// Memory transfer barrier
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// TODO: batch pipeline barriers
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const VkMemoryBarrier barrierAfter = { VK_STRUCTURE_TYPE_MEMORY_BARRIER, nullptr, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT };
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vkCmdPipelineBarrier(cmdBuffer->GetHandle(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, 0, 1, &barrierAfter, 0, nullptr, 0, nullptr);
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}
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void GPUContextVulkan::CopyBuffer(GPUBuffer* dstBuffer, GPUBuffer* srcBuffer, uint32 size, uint32 dstOffset, uint32 srcOffset)
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@@ -195,6 +195,7 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
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LOG(Warning, "Failed to create Vulkan surface.");
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return true;
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}
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_memoryUsage = 1;
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const auto& gpu = _device->Adapter->Gpu;
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@@ -702,7 +702,6 @@ void DrawEmitterGPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
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// TODO: model LOD picking for particles?
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int32 lodIndex = 0;
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ModelLOD& lod = model->LODs[lodIndex];
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drawCalls += lod.Meshes.Count();
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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{
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Mesh& mesh = lod.Meshes[meshIndex];
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