Today I spent six hours wrongly convincing myself that it's a driver bug
when vkGetPhysicalDeviceProperties2() is null on a 1.1 instance for a
1.0 physical device. It's not a bug, it's me not reading specs
carefully.
This commit thus basically moves all Instance-level extension-dependent
state to DeviceProperties, because it's actually device-dependent. Which
makes the DeviceProperties class quite heavy and thus it's good it was
readied to be transferred all the way to a Device instance a few commits
back -- I don't really want to do all the dispatch, string processing,
sorting and other mess more times than strictly necessary.
In addition, DeviceProperties::apiVersion() got renamed to version() and
a new isVersionSupported() API got added, mirroring what's on Device
itself; plus thanks to the chicken-and-egg problem of having to call
vkGetPhysicalDeviceProperties() twice, the device version and other
things can now be retrieved in a slightly more efficient way.
You won't believe it, but it took me over a month of sitting on the
shitter until this design idea materialized out of [..] air. The whole
story, in order:
- Vulkan doesn't allow one VkDeviceMemory to be mapped more than once.
This is rather sad, because since Vulkan best practices suggest to
allocate a large block and suballocate from that, the engine needs
an extra layer that "emulates" mapping the suballocations for the
users but behind the scenes it inevitably has to map the whole
VkDeviceMemory anyway and keep it mapped for as long as any of the
sub-mappings is active.
- Because if it would map just a certain suballocation and then the
user would want to map another suballocation, it would have to
discard the original mapping and create a new one spanning both
suballocations and that has a risk of suddenly being in a different
VM block, making all pointers to the previous mapping invalid.
- The Vulkan Memory Allocator implements this approach of mapping the
whole thing and because of all the bookkeeping it doesn't give a
direct access to the underlying VkDeviceMemory, making it rather
hard to integrate.
Here I realized that:
- Most allocations won't need to be mapped ever, so the hiding and
obfuscation done by VMA isn't needed for those --- and we want
interoperability with 3rd party code, so preventing access to
VkDeviceMemory is out of question.
- There's KHR_dedicated_allocation, which (probably?) wasn't around
when VMA was originally designed. The extension was created because
a dedicated allocation actually *does* make sense in certain
cases and on certain architectures. Providing a way to make those
thus shouldn't be something "temporary, until a real allocator
exists" but rather a well-designed API that's there to stay.
- Except for iGPUs, the usual way to populate a GPU buffer would be to
first copy the data to some host-accessible scratch buffer and then
do a GPU-side copy of that buffer to a device-local memory. The
scratch buffer is very likely to have a vastly different
suballocation scheme than GPU buffers (grow & discard everything
once it's all uploaded, for example) so again trying to put the two
under the same allocator umbrella doesn't make sense.
Thus:
- To avoid implementing a full-blown allocator right from the start,
we'll first provide convenience APIs only for dedicated allocations
-- making it possible to transfer memory ownership to an
Image/Buffer so it can be treated the same way as in GL, and later
having the Image/Buffer constructor implicitly allocate a dedicated
VkDeviceMemory.
- This default allocation will be subsequently equipped with
KHR_dedicated_allocation bits.
- Thanks to the extensible/layered nature of the design, the user is
still capable of being completely in control of allocations,
managing VkDeviceMemory sub-allocations by hand.
Finally, once allocator APIs are figured out, the default Buffer/Image
behavior gets switched from a dedicated allocation to using an
allocator, and dedicated allocation will be only used if the
KHR_dedicated_allocation bit is requested.
Memory type flags are put into a new, separate Memory.h header as those
will be needed more often than the (ever-growing) DeviceProperties --
from Image and Buffer constructors, in particular.
GL was missing a check whether given format is available on a target
(for example double types are not on ES), and for Vulkan we need something
similar to pixel format mapping as well.
GL has an extension, but only for ES, not on desktop. Vulkan has
nothing yet (due to there being just ARM that implements it, no other
vendor), except those being listed in a KTX format specification.
Those are now also available under WebGL 1/2 and OpenGL ES 3.O (strangely
not OpenGL ES 2.0) under EXT_texture_compression_{rgtc,bptc}. The GL names
are extra weird-ass now that all other APIs use the BC names.