Vulkan: switch to Vulkan 1.3 and use dynamic rendering - #3336
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Recreated as #3337 (to try stacked PR, needs to be on origin rather than fork) |
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PR Details
Moves the Vulkan backend to Vulkan 1.3 core:
Note that we could have emulated timeline semaphore on 1.1 using https://github.com/KhronosGroup/Vulkan-ExtensionLayer but we're talking about pre-2022 devices. Let's drop support and if some game/user really need such old devices for a large scale game, we could reconsider.
vkCmdBeginRenderingreplaces render pass objects, deleting the VkRenderPass/VkFramebuffer machinery. Pipelines only declare attachment formats, and the render pass instance now stays open across pipeline changes. Also unblocks the upcoming explicit resource transition work.VkPhysicalDeviceVulkan11/12/13Features) instead of many individual structs.vkQueueSubmit2: simpler submits, and fixes wait stage masks that were too weak.Net ~200 lines removed.
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