* For the most part we implement this as a thin pass-through layer. Where we
care about things (image barriers for layout transitions and queue
submissions) we do two different things:
- For image barriers, we "downcast" to plain VkImageMemoryBarrier. Currently
the only thing that's unique to VkImageMemoryBarrier2KHR is extra access
flags and pipeline stages, which we don't care about. This keeps a lot of
code from having to either handle two paths or handle the new path and then
do lots of conversions back to VkImageMemoryBarrier when running on older
drivers.
- For queue submissions we do the opposite. We promote old VkSubmitInfo to
VkSubmitInfo2KHR and process that in a common function, then if necessary
we decay back to VkSubmitInfo before sending to the driver.
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* This helps catches cases where a discarded image is accidentally used and in
many cases may still have valid data. Particularly on Vulkan this is relevant
for DONT_CARE renderpass load and store ops.
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
will allow us to have the UI work better when encountering shaders with
unsupported capabilities or extensions.
- Separate the pixel history copy pixel shader into two separate
shaders, one for colour copy and one for depth
- Allocate and update descriptor sets on demand
- Add another compute shader for pixel history depth copy
Add support for requesting pixel history for depth/stencil images.
Also, adjust which index is used to patch primitive ID and fixed
fragment color shaders. Before it was using the index of the target
image in the framebuffer attachments. But it should be the index of the
corresponding color attachment.
Add support for other depth/stencil formats (other than D32_SFLOAT).
Remember the depth/stencil attachment format to correctly update the
values.
- For counting the number of fragments, also need to disable the depth
bounds test, since we are not initializing the depth value currently
- Reset depth to 0.0f for shader out, and set it to always pass. So that
we can get depth values from just one fragment.
- Initialize premod value for individual fragment events. This is not
surfaced in the UI, but available from the python API and checked in
tests.
* This also fixes a case where pipelines with dynamic stencil masks wouldn't
have the masks properly set for stencil counting and we wouldn't get shader
output properly.
Use a separate compute shader module for MSAA copy, and output
directly into the destination buffer instead of creating
staging resources.
Support case where there is no depth stencil attachment to get post mod
values in per fragment reporting. Previously used the original
framebuffer that might not have had depth/stencil view, so couldn't
count the fragments. Now use the sub image.
To get the post mod color, we need to blend with the premod color, so
we use vkCmdCopyImage to copy from the original image.