Delete the TextureBuilder created in SwapChainBase::GetNextTexture().
Delete the InputStateBuilder and DepthStencilStateBuilder created in
RenderPipelineBuilder::GetResultImpl().
PipelineLayout was re-entering in NXT to create the default empty BGLs,
but forgot to remove the initial external refcount for them.
Fixing this showed an issue where it was impossible to externally
reference a RefCounted that had only internal references, fix this as
well and add a test.
When a BGL was first created in the cache, it started with an external
refcount of 1 and we then referenced again in
BindGroupLayoutBuilder::GetResultImpl, causing a leak.
Fix this by referencing in the cache lookup only if the BGL already
exists.
Don't assert on color formats which can be cleared with a
floating-point clear value.
So far, these are { unorm } x { r, rg, rgba, bgra }.
Fix linter error when no files to check.
The indexOffset of the draw was not being used. It must be
included in the indexBufferOffset.
Renamed indexBufferOffset -> indexBufferBaseOffset.
Add a DrawElements test which exercises zero and non-zero index offsets.
Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.
Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
When calling unmap on a mapped buffer for which the callback hasn't
fired yet, the callback should be called with UNKNOWN. The code marked
the callback as called only after calling it, causing problems with
re-entrancy where the callback would be called twice.
This could also get triggered by destroying the buffer inside the
callback.
Fix this in backend::Buffer and the WireClient and add test for both.
Previously we would remove the reference to pipelines in the destructor
of the d3d12::*Pipeline objects which could cause the D3D12 pipeline
state to be destroyed while still used by in-flight commands. Add a
global queue of ComPtrs to keep alive in the d3d12::Device to fix this.
We want all of NXT to have the origin in the top left. OpenGL's origin
is the bottom left instead. We are doing a blit already to decouple
the NXT render targets from the OpenGL default framebuffer. Take
advantage of this and invert the blit to make the OpenGL's backend
origin be top left.