12 Commits

Author SHA1 Message Date
Kai Ninomiya
0582bfdfda
Fix D3D12 descriptor renumbering (#218)
Previously, the renumbering loop would sometimes iterate in the wrong order. To fix this, instead use the binding info already correctly extracted by `ExtractSpirvInfo`.

Fixes ComputeCopyStorageBufferTests.BasicTest/D3D12.
2018-07-10 17:25:48 -07:00
Corentin Wallez
02d24d3c5e D3D12: Add back flip_vert_y.
This fixes the InputStateTests and PrimitiveTopologyTests
2018-02-07 00:31:17 -05:00
Corentin Wallez
47155a3555 Make gl_Position(-1, -1) map to texel (0, 0) of the render target
There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.

Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
2018-01-15 19:13:01 -05:00
Corentin Wallez
2d62a371ee Format: src/backend/d3d12 2017-11-28 16:18:39 -05:00
Corentin Wallez
e00385af73 Member rename: src/backend/d3d12 2017-11-23 17:04:10 -05:00
Corentin Wallez
ff57ccbcf1 OpenGL: Fix rendered textures being flipped.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
 - Updates SPIRV-Cross to the latest version
 - Uses the new vertex.flip_vert_y option in ShaderModuleGL
 - Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Corentin Wallez
30beb65a7b Metal: Make the MSL indices match the ones of PipelineLayout
Previously didn't tell SPIRV-Cross at which MSL resource indices the
different SPIRV binding should be, and were lucky that it's giving
indices in increasing order matched the PipelineLayout in all our
samples.

Fix this by making SPIRV->MSL compilation depend on the PipelineLayout
so we can tell SPIRV-Cross which binding goes where.

We should do the same for vertex attributes eventually as they are
hardcoded to start at kMaxBindingsPerGroup currently.

Also a couple unrelated cleanups (unused function, usage of
IterateBitSet).
2017-07-28 17:11:07 -04:00
Corentin Wallez
fffe6dfa16 Split backend/common in backend/ and common/
This directory used to contain both the state tracking code for the
backends, and the common utilities that could be used both by the
backends and the rest of the code. Things are now:

 - src/common is utility code for the whole repo
 - src/backend contains libNXT's code
 - src/utils is utility code that we don't want in libNXT

This commit also changes all includes to use global paths from src/
bacause it had to touch a bunch of #include statements anyway.
2017-07-06 17:54:52 -04:00
Austin Eng
cd13691783 Update SPRIV-Cross for HLSL SM5.1 register name support 2017-07-04 14:30:34 -04:00
Austin Eng
036f76f51f D3D12: Refactor bind group descriptor tracking and descriptor heap allocation
Extract descriptor offset computation and CPU descriptor recording to
BindGroupLayout and BindGroup. Refactor descriptor heap allocation to
copy from a large CPU heap to a GPU heap.
2017-07-04 14:30:34 -04:00
Austin Eng
aecf0b130e Add D3D12 buffer, texture, and sampler binding 2017-07-04 14:30:34 -04:00
Austin Eng
cfeda4d9f2 CHelloTriangle working 2017-06-07 16:23:10 -04:00