* Add 'frameNumber' to Frame struct
Previously, the frame number returned from bgfx::frame() was tracked separately in the Context. Now,
we store that information in the Frame. This will allow us to attach the frame number to ViewStats.
* Add frame number to ViewStats
When ViewStats are enabled, we tag each timer query with the current frame number, then include
that information in the final results. In this way, clients can correlate specific work that they
submitted to specific GPU timing information.
NOTE: Some backends not implemented, yet. They will always have 0 for frame number.
The ones which are implemented are:
* OpenGL
* Vulkan
* D3D 9,11,12
* Noop
* Fix out of bounds index for unknown device types
* Vulkan: Insert barrier before image host reads
* Vulkan: Make commands wait for the wait semaphore
Making commands wait at BOTTOM_OF_PIPE is a no-op, resulting in instant execution
* Vulkan: Insert barrier between views/dispatches instead of waiting on the host
* Vulkan: Fix determination of access flag from image layout
This fixes two write-after-write races with copy commands after a layout transition to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
* Add BGFX_MAX_FRAME_LATENCY define
Affected backends either used a magic value of 3 or defined their own XX_MAX_FRAMES_IN_FLIGHT to be 3
* Vulkan: Include indirect draw in pipeline barrier
* Vulkan: honor init.resolution.numBackBuffers for swapchain size
* Make max frame latency configurable at compile time