Commit Graph

14 Commits

Author SHA1 Message Date
Corentin Wallez 4a9ef4ee21 Rename the copyright authors from NXT to Dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez a2f9277dac D3D12: Split D3D12Backend in Forward.h and DeviceD3D12 2018-06-19 13:51:26 -04:00
Corentin Wallez 6f7749cce9 Change render passes from multi to single pass.
This as an API change to get closer to the direction in which WebGPU is
headed. The API change in next.json caused a ton of files to be changed
in the same commit to keep things compiling.

API: the Framebuffer and RenderPass objects are now merged in a single
RenderPassInfo that contains the attachments, loadOps and clear values
for a BeginRenderPass command. The concept of subpass is removed.
The RenderPass creation argument to RenderPipelines is replaced by
explicitly setting the format of attachments for RenderPipeline.

Validation: SetPipeline checks are changed to check that the attachments
info set on a RenderPipeline matches the attachments of the render pass.

Backends: Most changes are simplifications of the backends that no
longer require and indirection to query the current subpass out of the
render pass in BeginSubpass, and don't need to get the attachment info
from a RenderPass when creating RenderPipelines. In the Vulkan backend,
a VkRenderPass cache is added to reuse VkRenderPasses between
RenderPassInfos and RenderPipelines.

Tests and examples: they are updated with the simplified API. Tests
specific to the Framebuffer and RenderPass objects were removed and
validation tests for RenderPassInfo were added.

Tested by running CppHelloTriangle on all backends, end2end tests on all
platforms and all examples on the GL backend.
2018-05-16 11:18:14 -04:00
Corentin Wallez cf0ac7570d D3D12: Keep a reference to pipelines until unused
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.
2018-03-02 14:25:30 -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
Austin Eng 4820dbd7ee D3D12: Apply blend state to render pipeline 2017-08-07 18:51:48 -04:00
Ben Constable ea507ddf77 Code review feedback 2017-08-01 18:45:33 -04:00
Ben Constable d54a5239a6 Fix missing depth stencil format and reference value setting 2017-08-01 18:45:33 -04:00
Ben Constable a015ad3399 Initial changes for depth stencil, some tests not passing 2017-08-01 18:45:33 -04:00
Austin Eng 439d963ccd Point,Line,Triangle -> PointList,LineList,TriangleList 2017-07-27 10:19:30 -04:00
Austin Eng c2def461a1 Add input primitive topology to D3D12 and Metal pipeline states 2017-07-27 10:19:30 -04:00
Austin Eng d81fd82bde Implement primitive topology in OpenGL, Metal, and D3D12 backends 2017-07-27 10:19:30 -04:00
Corentin Wallez 136cae5ee2 Split Pipeline in Render and Compute, D3D12 part 2017-07-17 15:25:16 -04:00