ed0655cdfb
Compilation fixes on Android
2020-03-04 13:15:37 +01:00
db81928e08
Vulkan: Move thirdparty code out of drivers, style fixes
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
fff4240bb4
Fix code formatting issues and VS compilation
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
e38ae8d7e4
Fix bugs in RID_Alloc
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- Replace unintended `%` with `&`
- `get_owned_list()`: make thread-safe and fix logic
- Apply same logic fix to the destructor
Previously, the determination of owned RIDs was wrong. For instance, it could skip owned items or include duplicates in the list.
Avoids the engine crashing at exit.
2020-02-11 12:04:41 +01:00
61cf68fb48
RID_Alloc: Fix locking in getornull and free early returns
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Those missing unlocks were preventing the editor from starting.
2020-02-11 11:59:16 +01:00
dc3b47f3ab
Vulkan/RD rasterizer now does clean exit.
2020-02-11 11:58:16 +01:00
c613ead5fa
Added a spinlock template as well as a thread work pool class.
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Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
a7b2ac7bb1
Normalmapping and Specularmapping working in 2D engine
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
1b4281b895
basic 2D engine is more or less working with Vulkan, including editor.
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Still a lot to do
2020-02-11 11:53:27 +01:00
42b44f43ee
Basic 2D engine is more or less working, needs more work for editor to be usable.
2020-02-11 11:53:27 +01:00
4f163972bb
Refactored RID/RID_Owner to always use O(1) allocation.
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00