Instead of pushing the root matrix, push the world matrix for the
current node. That way, the bounds we emit as vertices are actually
properly transformed.
First, we collect all the info about descriptor sets into a hash table,
then we use its size to determine the amount of sets and allocate those
before we finally go ahead and use the hash table's contents to
initialize the descriptor sets.
And then we're ready to render.
We can let the GPU do its stuff without waiting. The GPU knows what it's
doing.
Which means we now get a lot of time to spend on doing CPU things (read:
we're way better in benchmarks).
The old behavior is safer, so we want to keep it around for debugging.
It can be reenabled with GSK_RENDERING_MODE=sync.
And move the actual rendering code there.
A RenderPass is a collection of operations on the same target that
get executed one after another. It roughly targets VkRenderPass or
rather the subpasses of a VkRenderPass.
For now, only the infrastructure is there. No real stuff is happening.
This is refactoring work.
GskVulkanRender is supposed to be the global object for a render
operation, ie GskVulkanRenderer.render() will create this object for
what it does.
The object will be split into stages that perform the operations
necessary to create a drawing.