Push descriptors are in theory slightly faster, but come with
limitations for which we have to check.
Either way, they're not difficult to implement, so even though
no one should be using peasant-tier descriptors, do it anyway.
This permits:
- The use of Vulkan filtering on many more devices
- Better debugging due to lack of descriptor buffer support in layers
Much of the changes here are due to a requirement that updates to
descriptors must happen between the command buffer being waited on,
and the pipeline not being bound.
We routinely did it the other way around, by updating only after
we bind the pipeline.
The old query code never worked properly, and did some hideous
heuristics to read the status bit, and work that into a return
code.
This is all best left to callers to do, which simplifies
our code a lot.
This also fixes minor validation errors regarding calling queries
which are not in their active state.
Fixes:
vkCreateDevice(): pCreateInfo->pNext<VkPhysicalDeviceOpticalFlowFeaturesNV> includes a
pointer to a VkPhysicalDeviceOpticalFlowFeaturesNV, but when creating VkDevice, the
parent extension (VK_NV_optical_flow) was not included in ppEnabledExtensionNames.
The Vulkan spec states: Each pNext member of any structure (including this one) in
the pNext chain must be either NULL or a pointer to a valid struct for extending
VkDeviceCreateInfo.
There's nothing stopping users from writing to such buffers.
Its more accurate to say they are singular, i.e. not duplicated
between multiple submissions.
This can be helpful for global statistics, or error propagation
purposes.
Fixes a validation issue.
The issue is that the function gets called before we've sumitted a frame
for decoding to that context. However, we cannot run queries before
they've been reset, which happens at submission time.
As we'd need to otherwise run a command queue at init-time, just check
if submissions have happened.
The temporary AVFrame on staack enables us to use the common
dependency/dispatch code in prepare_frame().
The prepare_frame() function is used for both frame initialization
and frame import/export queue family transfer operations.
In the former case, no AVFrame exists yet, so, as this is purely
libavutil code, we create a temporary frame on stack. Otherwise,
we'd need to allocate multiple frames somewhere, one for each
possible command buffer dispatch.
This commit rewrites the majority of vulkan.c to enable its use
as a general-purpose high-level utility code, usable for decoding,
encoding, and filtering of video frames.
The dependency system was rewritten to simplify management of
execution.
The image handling system was rewritten to accomodate multiplane
images.
Due to how related all the new features were, this is a single
commit.
This just disables the vulkan headers from defining any symbols
like vkCmdPipelineBarrier2(). Instead, all functions must be loaded
via the loader and used as function pointers as vk->CmdPipelineBarrier2.
Mostly just forces developers to write correct code, as using the
symbols can be undesirable in case API users define their own
function wrappers via the loader API.
Fixes compilation with clang which errors out on Wint-conversion.
Signed-off-by: Kacper Michajłow <kasper93@gmail.com>
Signed-off-by: Martin Storsjö <martin@martin.st>
The issue is that libavfilter depends on libavcodec, and when doing a
static build, if libavcodec also includes "libavfilter/vulkan.c", then
during link-time, compiling programs will fail as there would be multiple
definitions of the same symbols in both libavfilter and libavcodec's
object files.
Linkers are, however, more permitting if both files that include
a common file that's used as a template are one-to-one identical.
Hence, to make both files the same in the future, export all avfilter
specific functions to a separate file.
There is some work in progress to make templated files like this be
compiled only once, so this is not a long-term solution.
This also removes a macro that could be used to toggle SPIRV compilation
capability on #include-time, as this could cause the files to be different.
Finally, this is as close to usable as it gets for glslang.
Much faster to compile as well, and eliminates the need for a C++
compiler, which is great.
Also, changes to the resource limits won't break users, as we
can use designated initializers in C90.
This simplifies and makes queue family picking simpler and more robust.
The requirements on the device context are relaxed. They made no sense
in the first place.
The video encode/decode extension is still in beta, at least on paper,
but I really doubt they'd change needing a separate queue family.