VulkanBenchmarks: add texture sampling to Triangle benchmarks

This change was originally started by capn@, which added texture sampling to the Triangle benchmarks. I finished up this change with the following changes and fixes: * Implement a correct fill texture to white using copyBufferToImage. * Add Buffer class to wrap vk::Buffer and vk::DeviceMemory. * Add support for using a VK_EXT_headless_surface Window, which is the default on non-Windows platforms for now. On Windows, can be forced to use this by defining USE_HEADLESS_SURFACE = 1. * Fix out of bounds access because renderPassBeginInfo.clearValueCount was set to 2 instead of 1. * Fix illegal access to destructed ArrayRef in call to commandBuffers[i].bindVertexBuffers. * Make it build and run on Linux (fix compilation errors and use aforementioned headless surface mode) Bug: b/176981107 Change-Id: If82496315e77a062c024766863a1ca01e6b424f9 Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/51668 Kokoro-Result: Antonio Maiorano <amaiorano@google.com> Tested-by: 's avatarAntonio Maiorano <amaiorano@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent c4a1bd45
...@@ -13,7 +13,6 @@ ...@@ -13,7 +13,6 @@
# limitations under the License. # limitations under the License.
set(ROOT_PROJECT_COMPILE_OPTIONS set(ROOT_PROJECT_COMPILE_OPTIONS
${SWIFTSHADER_COMPILE_OPTIONS}
${WARNINGS_AS_ERRORS} ${WARNINGS_AS_ERRORS}
) )
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