Kai Ninomiya
c16a67ae52
Swap chains, part 2 ( #94 )
2017-07-27 18:30:57 -07:00
Corentin Wallez
134e08005a
Move USleep to utils/
2017-07-18 11:06:54 -04:00
Corentin Wallez
66ff447216
Split Pipeline in Render and Compute, examples part
2017-07-17 15:25:16 -04:00
Kai Ninomiya
cb2d6d8553
Freeze texture transitions while attached; consolidate OutputAttachment usage ( #67 )
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* lock usages for attachments during subpasses
* refactor IsTextureTransitionPossible
* change attachment usages to OutputAttachment
* make SetBindGroup validation lazier
2017-07-07 16:06:14 -07:00
Kai Ninomiya
fa37f2239c
replace AdvanceSubpass with Begin/EndRenderSubpass
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and replace subpassActive with VALIDATION_ASPECT_RENDER_SUBPASS
2017-07-07 11:19:42 -04:00
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
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
Corentin Wallez
583e9a8f3c
Avoid name conflicts between Util and Windows function
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GetWindow and SwapBuffers are function of Windows.h and using the same
name causes a compile error.
This commit also changes Util's GetProcTableAndDevice to CreateNXTDevice
because we might need to call NXT procs when creating the C++ device.
2017-05-30 10:48:32 -07:00
Kai Ninomiya
68df8b0a3a
Introduce render passes
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* First API design (many features missing, including input attachments)
* Metal implementation (no OpenGL yet)
* Render-to-texture demo (a little broken until we have depth buffers)
* Update examples to use render passes
2017-05-22 10:53:19 -07:00