Austin Eng
ed54ec0c71
update spirv-cross version for HLSL register declaration support
2017-07-04 14:30:34 -04:00
Corentin Wallez
ac06ef34e4
Fix shaderc not finding python when inside VS
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Visual Studio 2017 is able to build CMake-based projects directly be
opening the folder containing the CMakeLists.txt. However when doing
this shaderc is not able to find the Python executable (it uses
find_program instead of the special Python CMake module). Help shaderc
by setting the PYTHON_EXE variable before including its CMakeLists.txt
2017-07-04 12:54:39 -04:00
Corentin Wallez
e9d347e89e
Add T->B copies.
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This implements T->B copies on the Metal backend only and while it adds
validation tests, end2end tests will be done in a follow-up commit.
2017-06-27 13:25:42 -04:00
Corentin Wallez
492cbe4a43
ValidationTests: add B->T copy tests
2017-06-27 13:25:42 -04:00
Corentin Wallez
b6d52b4ad1
Refactor copy validation to add helper functions useful for T->B too.
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Also fixes validation not taking the mip-level into account when
checking if the copy would fit in the texture.
2017-06-27 13:25:42 -04:00
Corentin Wallez
4b4922cdce
Allow empty B->T copies
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This adds a test that empty copies are valid for B->B copies too. Tests
for B->T will come in a follow up commit.
2017-06-27 13:25:42 -04:00
Corentin Wallez
eaae746433
Introduce end2end tests.
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This commit adds a test harness that handles instantiating tests on
multiple backends, and have deferred expectations on the content of
resources.
2017-06-22 09:56:30 -07:00
Corentin Wallez
ef199c0310
Metal: Implement BufferMapRead
2017-06-22 09:56:30 -07:00
Corentin Wallez
6cb33ef24e
Metal: Introduce a proper BufferUploader and PendingCommands
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Previously the Metal backend used a manual mutex system to make sure the
BufferSetSubData didn't have data races with reads from the GPU. Replace
this with a non-hacky version
- Make the Buffer objects allocated on the GPU
- Make SetSubData use a ResourceUploader that allocates a CPU buffer
and schedules a CPU->GPU copy.
- Have a list of pending commands and a finished command serial to
order operations and track when resource become unused.
2017-06-22 09:56:30 -07:00
Corentin Wallez
0ba5550874
Metal: split non-trivial objects in their own file.
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No functional changes intended, but there are a couple additional
cleanups:
- Use anonymous namespaces instead of static functions
- Don't store an extra Device pointer in objects
2017-06-22 09:56:30 -07:00
Corentin Wallez
702186e169
Add restrictions on usages allowed with MapRead/Write
2017-06-22 09:56:30 -07:00
Corentin Wallez
769b00fc23
Fix MapRead and MapWrite being the same bit
2017-06-22 09:56:30 -07:00
Corentin Wallez
76707f9ac9
SerialQueue: add const version of the iterators.
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Unfortunately you can't template on const-ness in C++ so we have to
duplicate all the iterator code for SerialQueue (that, or introduce very
heavy templating).
2017-06-22 09:56:30 -07:00
Corentin Wallez
e64dec7a3d
Move Serial declaration to Forward.h
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This is a bit ugly but avoids having to include all of SerialQueue.h
just to get this typedef.
2017-06-22 09:56:30 -07:00
Corentin Wallez
fbf53ac773
Remove SpirvTest
2017-06-20 07:40:17 -07:00
Corentin Wallez
9347e8fcd1
Rename example/Utils to example/SampleUtils
2017-06-20 07:40:17 -07:00
Corentin Wallez
5ee7afdfbe
Split NXT helpers from example/Utils into src/utils
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This will make it possible to use them in the test suites
2017-06-20 07:40:17 -07:00
Corentin Wallez
1bd219d8a8
Split BackendBinding from example/Utils into src/utils
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This will make it possible to reuse the backend bindings for test suites
2017-06-20 07:40:17 -07:00
Corentin Wallez
931e6e82fd
Make CHelloTriangle in C++ to simplify Utils
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The point of CHelloTriangle is to use the C version of NXT, so having
the code C++ is still ok.
2017-06-20 07:40:17 -07:00
Austin Eng
6aef6833b7
assert vector is nonempty in SerialQueue::Enqueue
2017-06-19 17:32:26 -04:00
Austin Eng
e480a0724c
add test for SerialQueue::FirstSerial
2017-06-19 17:32:26 -04:00
Austin Eng
e44179ae4d
Move command list creation to the Device and indirectly reserve command allocators
2017-06-19 15:08:53 -04:00
Austin Eng
a4dcde9cf3
forward declare allocator classes
2017-06-19 15:08:53 -04:00
Austin Eng
f96ce23628
Add ResourceAllocationManager to create and track lifetimes of d3d12 resources
2017-06-19 15:08:53 -04:00
Austin Eng
78f1619446
Use CommandAllocatorManager to create and track lifetimes of ID3D12CommandAllocators
2017-06-19 15:08:53 -04:00
Austin Eng
2157002570
refactor ResourceUploader to use SerialQueue
2017-06-19 15:08:53 -04:00
Corentin Wallez
38246eb51c
Introduce SerialQueue to track in flight resources
2017-06-15 15:37:48 -07:00
Corentin Wallez
dbb5729e64
Add Device::Tick for periodic work
2017-06-15 13:27:50 -07:00
Austin Eng
b947993e1a
Add d3d12 resource uploader to create and manage uploading resource lifetimes
2017-06-14 13:53:52 -04:00
Austin Eng
d251356783
D3D12 vertex and index buffers with resource transitions
2017-06-14 13:53:52 -04:00
Austin Eng
459537491b
Refactor TransitionUsage to use abstract TransitionUsageImpl
2017-06-14 13:53:52 -04:00
Austin Eng
39c901d3dc
Change usage requirements for Buffer::SetSubData to require TransferDst
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instead of MapWrite bit
2017-06-14 13:53:52 -04:00
Corentin Wallez
5c92537418
Add validation tests for B2B commands
2017-06-13 13:15:30 -07:00
Corentin Wallez
d84d107076
Add buffer to buffer copies
2017-06-13 13:15:30 -07:00
Corentin Wallez
367cb3515c
Fix MapRead error callback being called with a valid pointer
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This happened when a request resulted in an error while the buffer was
already mapped. Adds a test that catches the error.
2017-06-13 08:30:01 -07:00
Corentin Wallez
68358b5c23
Add Buffer::MapReadAsync validation tests.
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This also expands the Buffer validation tests to cover more creation
code paths and SetSubData. It also introduces a mechanism for
ValidationTests to check for device errors.
2017-06-13 08:30:01 -07:00
Corentin Wallez
43bfaae340
Null: implement fake async BufferMapRead
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We want to test BufferMapRead validation using the null backend. To get
closer to conditions on a real backend, we call the callback only on the
next Queue::Submit. This is because on real backends, we would have to
wait for the GPU to be finished with the buffer, to be sure the correct
data is read.
2017-06-13 08:30:01 -07:00
Corentin Wallez
c863b1c26f
ToBackend: Add support for Device
2017-06-13 08:30:01 -07:00
Corentin Wallez
eca89c2989
WireTests for buffer read mapping
2017-06-13 08:30:01 -07:00
Corentin Wallez
9388b23212
Implement Buffer::MapReadAsync in the wire
2017-06-13 08:30:01 -07:00
Corentin Wallez
b1c19eeb4f
Add Buffer::MapReadAsync state-tracking
2017-06-13 08:30:01 -07:00
Corentin Wallez
f45bdb89c6
Split Mapped usage in MapWrite and MapRead
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Also make use of CreateFrozenBufferFromData where possible in the
example to make the renaming easier.
2017-06-09 15:26:26 -07:00
Kai Ninomiya
613eee30c3
Add validation for some null arguments and dangling render passes
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And add tests for both
2017-06-09 12:11:06 -07:00
Austin Eng
2b055c38fd
add fences to prevent resetting a ID3D12CommandAllocator before commands have completed
2017-06-09 07:26:31 -07:00
Austin Eng
81bc3ad23b
move frame resource transitions to D3D12Binding
2017-06-09 07:26:31 -07:00
Kai Ninomiya
39c1bce62d
Update glTFViewer for render passes and depth stencil state ( #39 )
2017-06-08 19:03:59 -07:00
Kai Ninomiya
468dafde9d
Create a command buffer builder state tracker object ( #19 )
2017-06-08 17:25:57 -07:00
Austin Eng
e6e30ecdbf
Remove gcc from Travis CI build
2017-06-08 16:14:29 -04:00
Austin Eng
83703293eb
Build on AppVeyor with VS2017
2017-06-07 16:23:10 -04:00
Austin Eng
cfeda4d9f2
CHelloTriangle working
2017-06-07 16:23:10 -04:00