Commit Graph

193 Commits

Author SHA1 Message Date
Corentin Wallez 6ed9cbf894 Rename last references of NXT to Dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez 9fc65344f4 Rename NXT -> Dawn in the comments 2018-07-18 22:54:06 +02:00
Corentin Wallez be5ca38351 Rename nxtProcTable and nxtSetProcs to dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez b1669e3fa4 Change the API prefix in generators from nxt to dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez 3e371b146d Rename files in src/include nxt -> dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez 046cb46bee Rename generated files nxt -> dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez 39039fa317 Rename CreateCppNXTDevice to CreateCppDawnDevice 2018-07-18 22:54:06 +02:00
Corentin Wallez fde3f2b5e0 Rename NXT -> Dawn in the rest of CMakeLists 2018-07-18 22:54:06 +02:00
Corentin Wallez f684040e0a Rename NXTHelpers to DawnHelpers 2018-07-18 22:54:06 +02:00
Corentin Wallez d148aebf3f Rename CMakeLists targets nxt -> dawn 2018-07-18 22:54:06 +02:00
Corentin Wallez f1ded9bea2 Rename CMakeLists variables NXT_* to DAWN_* 2018-07-18 22:54:06 +02:00
Corentin Wallez 4828d92df3 Rename nxt:: to dawn:: in examples 2018-07-18 22:54:06 +02:00
Corentin Wallez 4a9ef4ee21 Rename the copyright authors from NXT to Dawn 2018-07-18 22:54:06 +02:00
Kai Ninomiya cfa524b86b
Fix glTFViewer by using push constants (#224)
* Works on Metal
* Not working on OpenGL (black screen; not sure why)
* Not working on Vulkan or D3D12 (push constants not implemented)
2018-07-17 11:12:47 -07:00
Kai Ninomiya e320182f40
Fix glTFViewer (bind group + y-flip) (#222)
Doesn't completely fix the viewer - there is still a TODO about uniform buffers being updated incorrectly.
2018-07-16 10:30:16 -07:00
Corentin Wallez d8c068fb4f Remove explicit usage transition from the API and validation
This removes the following for both Buffer and Texture:
 - The builder's SetInitialUsage
 - The object's FreezeUsage and TransitionUsage methods
 - The CommandBuffer Transition<Object>Usage methods

All samples and tests are simplified as a result. This also obsoletes
the UsageValidationTest which is removed.

Some validation was dependent on "current usage" and hasn't been
reintroduced for implicit transitions yet:
 - Buffers can be used while mapped
 - Swapchain textures can be used after they have been presented.

Validation for these will involve collecting all the resources used by a
command buffer and will be done in a follow-up patch.
2018-07-16 14:44:20 +02:00
Kai Ninomiya 21006bbe6f Assert HandleCommands succeeds 2018-07-10 14:00:52 -07:00
Kai Ninomiya 234becf175
Use a descriptor for BindGroupLayout (#211)
* Use a descriptor for BindGroupLayout
* Fix MatchesLambda
* Add WireTests.StructureOfStructureArrayArgument
* Add BindGroupValidationTests.BindGroupLayoutCache
2018-07-10 12:23:50 -07:00
Kai Ninomiya 7883e7e59c
Fix ComputeBoids (#214)
I know there was some churn on which version of this shader was correct - but right now, this goes from broken on all 4 backends to working on all 4 backends. So this seems better.

The old code (accidentally?) uses descriptor arrays (I think), which are not trivial to support on all backends, so we won't use them for now.
2018-07-10 11:01:28 -07:00
Corentin Wallez a884cb2479 Fix CubeReflection transitioning inside a pass 2018-07-10 10:59:44 +02:00
Corentin Wallez 804fc749a0 Fix CubeReflection's orientation 2018-07-03 22:23:52 +02:00
Corentin Wallez 30f85cb484 Remove samples that were only used as temporary tests
However keep the following samples:
 - CHelloTriangle that demonstrates the C API
 - CppHelloTriangle that demonstrates the C++ API
 - Animometer that matches the WebGL benchmark
 - HelloDepthStencil that does more than just a triangle, renamed
   to CubeReflection
 - ComputeBoids as a cool graphics and compute interop demo
 - glTFViewer that shows slightly more advanced usage of NXT
2018-07-03 22:23:52 +02:00
Kai Ninomiya f53f98bf86
Use a descriptor for PipelineLayout (#206)
Adds support for structures inside descriptors.
2018-06-27 16:21:39 -07:00
Corentin Wallez b703def640 Add Device::CreateQueue() instead of the builder
We are changing all object creation to use descriptors but there is no
creation argument to pass for queue, so instead Device::CreateQueue
takes no argument.
2018-06-18 13:33:40 -04:00
Corentin Wallez 862f884a65 SampleUtils: Look at argv starting from 1 2018-06-08 13:58:55 +02:00
Corentin Wallez b711b9b2c9 Add a GetDefaultSamplerDescriptor helper. 2018-05-23 14:03:51 -04:00
Corentin Wallez 1ae19e8276 Change Sampler creation to use a descriptor instead of a builder 2018-05-23 14:03:51 -04:00
Corentin Wallez 8d6b5d2337 Rename RenderPassInfo to RenderPassDescriptor 2018-05-16 11:18:14 -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 18ae692a21 Remove in-pass transitions in HelloCompute
This isn't validated out yet.
2018-04-19 13:22:56 -04:00
Stephen White e5ae3274a3 Make SetSubData take size in uint8_t not uint32_t.
Also change data pointer to uint8_t*.
Add a test for a non-aligned SetSubData().
Implemented on all backends.
2018-04-10 14:34:24 -04:00
Corentin Wallez b91022dc23 SampleUtils: Flush the wire before getting preferred format
This makes sure that the swapchain has been created on the server side
and that the preferred swapchain format is correctly computed.
2018-01-29 14:35:58 -05:00
Corentin Wallez 52cbcb4e47 SampleUtils: print GLFW errors for debugging 2018-01-29 14:35:58 -05:00
Corentin Wallez e98678f886 CHelloTriangle: Make the framebuffer use the preferred swapchain format 2018-01-29 14:35:58 -05:00
Corentin Wallez d0d6e5cd20 Fix glTFViewer after shaderc update
Fragment shader outputs now require a location qualifier, that
glTFViewer was missing in its shaderc.
2018-01-15 19:13:01 -05:00
Corentin Wallez b6fb5f3149 Roll shaderc 2017-12-12 01:02:35 -05:00
Corentin Wallez 2e31e8f0bf Make binding expose the preferred format 2017-11-20 09:59:03 -05:00
Corentin Wallez 405dcd636a Make the index format part of the pipeline state. 2017-11-20 09:59:03 -05:00
Corentin Wallez 715ac712c6 Document a bug in glTFViewer 2017-11-20 09:59:03 -05:00
Kai Ninomiya 921fb5e1ce remove initialUsage from SwapChain::Configure 2017-09-15 14:02:02 -07:00
Kai Ninomiya ee7b6b1b62 Update SwapChain to configure texture usage
Explicitly configure swap chain usage in bindings and examples

Fix missing case in switch

Make swap chain Present usage implicit

Author: Austin Eng <enga@google.com>
2017-09-15 14:02:02 -07:00
Austin Eng dc6bb4a16c Update ComputeBoids to use SSBOs as arrays
This is due to restrictions in HLSL. The size of RWStructuredBuffer<T> elements in Shader
Model 5.1 cannot be larger than 2048 bytes so we cannot use a
RWStructuredBuffer<Arr>, where Arr is a struct containing a large array.
2017-08-14 17:39:36 -04:00
Kai Ninomiya b985431c82 Load operations (#105)
* load ops: design + implementation (all backends)

* Animometer/glTFViewer: use just one subpass per frame
2017-08-11 14:36:20 -07:00
Kai Ninomiya 3d1154786f glTFViewer: replace default texture with an untextured shader (#106)
This fixes the issue where the default texture wasn't uploading
correctly (due to 3f47729, changes in row pitch validation) by just
removing the broken texture entirely.
2017-08-09 11:44:48 -07:00
Kai Ninomiya c16a67ae52 Swap chains, part 2 (#94) 2017-07-27 18:30:57 -07:00
Austin Eng 0c50889bfa Fix HelloDepthStencil example 2017-07-25 10:16:08 -04:00
Kai Ninomiya 78c8b837ea clang/gcc: enable a bunch more warnings (#91)
* clang/gcc: enable -pedantic warnings

* suppress a GCC-specific warning in stb_image

* And some clang-specific warnings

* -Wconversion (clang) -Wold-style-cast (clang+gcc)

and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)

* bunch more warnings

* fixes

* remove merge error
2017-07-21 17:00:22 -07:00
Kai Ninomiya 59dc03f101 Correctly configure NXT_ENABLE_ASSERTS on multiconfiguration generators (#88)
And also set a default build type for single-configuration generators
2017-07-20 07:28:00 -07:00
Corentin Wallez 134e08005a Move USleep to utils/ 2017-07-18 11:06:54 -04:00
Austin Eng 972a1e59a7 Update tests and examples to follow copy row pitch alignment constraints 2017-07-17 17:16:45 -04:00
Austin Eng c5f8e7ae77 Update usage of CopyBufferToTexture and CopyTextureToBuffer to include row pitch 2017-07-17 17:16:45 -04:00
Corentin Wallez 66ff447216 Split Pipeline in Render and Compute, examples part 2017-07-17 15:25:16 -04:00
Kai Ninomiya fec8c58a97 Add depth-stencil textures and attachments (#77)
Related: #29
2017-07-17 12:03:16 -04:00
Corentin Wallez 0b186b1fda Use feature detection macros everywhere 2017-07-13 14:55:23 -04:00
Corentin Wallez 275817a93a Add proper defines for backend enablement 2017-07-13 14:55:23 -04:00
Corentin Wallez 0f833f30ed Enable warnings on Windows 2017-07-11 13:59:15 -04:00
Corentin Wallez 83e779d8f2 Fix all Windows warnings 2017-07-11 13:59:15 -04:00
Corentin Wallez bd0594bab8 Enable warnings on non-MSVC 2017-07-10 19:35:21 -04:00
Corentin Wallez 98c90d4faa Fix clang/GCC warnings 2017-07-10 19:35:21 -04:00
Kai Ninomiya 296951df60 Introduce Begin/EndComputePass (#70) 2017-07-10 14:07:24 -07:00
Kai Ninomiya cb2d6d8553 Freeze texture transitions while attached; consolidate OutputAttachment usage (#67)
* 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
and replace subpassActive with VALIDATION_ASPECT_RENDER_SUBPASS
2017-07-07 11:19:42 -04:00
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
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
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
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 e44179ae4d Move command list creation to the Device and indirectly reserve command allocators 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 39c901d3dc Change usage requirements for Buffer::SetSubData to require TransferDst
instead of MapWrite bit
2017-06-14 13:53:52 -04:00
Corentin Wallez f45bdb89c6 Split Mapped usage in MapWrite and MapRead
Also make use of CreateFrozenBufferFromData where possible in the
example to make the renaming easier.
2017-06-09 15:26:26 -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
Austin Eng eb6d22242a add D3D12Binding with swap chain 2017-06-07 16:23:10 -04:00
Austin Eng fc2bac7e45 add null D3D12 backend 2017-06-07 16:23:10 -04:00
Corentin Wallez ca9af201b5 Fix validation errors in Animometer's shader 2017-06-06 10:03:46 -07:00
Corentin Wallez 001c2ea98f Fix some nits from depth-stencil PR 2017-06-05 14:43:06 -07:00
Austin Eng 58c76b3fe4 Simplify PersistentPipelineState and application of stencil states. Fix
stencil mask usage. D3D12 does not support separate front/back masks.
All APIs support separate read/write masks.
2017-06-02 12:13:39 -07:00
Austin Eng 5a67d196be add buffer creation utility function 2017-06-02 12:13:39 -07:00
Austin Eng 1063439d5d Refactor DepthStencilState. TODO: add validation tests
- defaults to depth and stencil tests off
- whether or not depth and stencil tests are enabled is inferred from the comparison functions and stencil operations
- only one stencil reference. D3D12 does not support separate references
- change SetDepthWriteMode to SetDepthWriteEnabled and use a bool instead of enum
- Create PersistentPipelineState class for OpenGL backend with simple state tracking
- Add validation so DepthStencilState properties are only set once
- Update API usage in HelloDepthStencil
- refactor tracking of the DepthStencilState in the Metal backend
- validate that compute pipeline does not have a depth stencil state
2017-06-02 12:13:39 -07:00
Austin Eng 376f1c6a8e fix formatting 2017-06-02 12:13:39 -07:00
Austin Eng 084346bd5f Fix OpenGL stencil clear hack. Improve example stencil reflection 2017-06-02 12:13:39 -07:00
Austin Eng 4f5521e440 Remove StencilReferenceMode. Add SetStencilReference.
This moves the application of the stencil reference from the
DepthStencilState to Command::SetStencilReference
2017-06-02 12:13:39 -07:00
Austin Eng 3efcf2172d Add DepthStencilState
Add depth and stencil tests. This is currently only implemented for the
OpenGL API. HelloDepthStencil is a test using the depth and stencil
buffers to do reflections. Currently clearing / stencil clearing is not
working properly.
2017-06-02 12:13:39 -07:00
Corentin Wallez a0ad53b618 Enable format macros in glTFViewer
Without this compilation can fail in picojson.h because the PRId64 macro
isn't defined (it is used to print 64bit ints).
2017-05-30 15:55:34 -07:00
Corentin Wallez 583e9a8f3c Avoid name conflicts between Util and Windows function
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
Corentin Wallez 26275d0a16 Make all libraries STATIC for now
For shared library to work on Windows to work, we need to add
declspec(export) and declspec(import) annotations to the symbols to
export. This fixes the problem by making all libraries static on
Windows, but we'll need to revisit and do proper symbol exports.
2017-05-30 10:48:32 -07:00
Corentin Wallez 79a62bf6e3 Create a Null backend.
This will be useful to run validation unittests without using the GPU.
2017-05-24 15:23:53 -04:00
Kai Ninomiya 68df8b0a3a Introduce render passes
* 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
Corentin Wallez 4b410a33ca Implement the device error callback.
This adds support for "natively defined" API types like callbacks that
will have to be implemented manually for each target language. Also this
splits the concept of "native method" into a set of native methods per
language.

Removes the "Synchronous error" concept that was used to make builders
work in the maybe Monad, this will have to be reinroduced with builder
callbacks.
2017-05-11 11:31:54 +02:00
Corentin Wallez 682a8250b3 Plumb the server->client wire 2017-05-11 11:31:54 +02:00
Corentin Wallez 7f433a5b52 Add bufferOffset to CopyBufferToTexture. 2017-05-10 19:49:52 +02:00
Corentin Wallez f07e3bd4c9 Initial commit of all the NXT integration.
More like squashed history, contributors were:
 - Kai Ninomiya
 - Corentin Wallez
2017-04-20 14:38:20 -04:00