Commit Graph

509 Commits

Author SHA1 Message Date
Austin Eng ed54ec0c71 update spirv-cross version for HLSL register declaration support 2017-07-04 14:30:34 -04:00
Corentin Wallez ac06ef34e4 Fix shaderc not finding python when inside VS
Visual Studio 2017 is able to build CMake-based projects directly be
opening the folder containing the CMakeLists.txt. However when doing
this shaderc is not able to find the Python executable (it uses
find_program instead of the special Python CMake module). Help shaderc
by setting the PYTHON_EXE variable before including its CMakeLists.txt
2017-07-04 12:54:39 -04:00
Corentin Wallez e9d347e89e Add T->B copies.
This implements T->B copies on the Metal backend only and while it adds
validation tests, end2end tests will be done in a follow-up commit.
2017-06-27 13:25:42 -04:00
Corentin Wallez 492cbe4a43 ValidationTests: add B->T copy tests 2017-06-27 13:25:42 -04:00
Corentin Wallez b6d52b4ad1 Refactor copy validation to add helper functions useful for T->B too.
Also fixes validation not taking the mip-level into account when
checking if the copy would fit in the texture.
2017-06-27 13:25:42 -04:00
Corentin Wallez 4b4922cdce Allow empty B->T copies
This adds a test that empty copies are valid for B->B copies too. Tests
for B->T will come in a follow up commit.
2017-06-27 13:25:42 -04:00
Corentin Wallez eaae746433 Introduce end2end tests.
This commit adds a test harness that handles instantiating tests on
multiple backends, and have deferred expectations on the content of
resources.
2017-06-22 09:56:30 -07:00
Corentin Wallez ef199c0310 Metal: Implement BufferMapRead 2017-06-22 09:56:30 -07:00
Corentin Wallez 6cb33ef24e Metal: Introduce a proper BufferUploader and PendingCommands
Previously the Metal backend used a manual mutex system to make sure the
BufferSetSubData didn't have data races with reads from the GPU. Replace
this with a non-hacky version
 - Make the Buffer objects allocated on the GPU
 - Make SetSubData use a ResourceUploader that allocates a CPU buffer
   and schedules a CPU->GPU copy.
 - Have a list of pending commands and a finished command serial to
   order operations and track when resource become unused.
2017-06-22 09:56:30 -07:00
Corentin Wallez 0ba5550874 Metal: split non-trivial objects in their own file.
No functional changes intended, but there are a couple additional
cleanups:
 - Use anonymous namespaces instead of static functions
 - Don't store an extra Device pointer in objects
2017-06-22 09:56:30 -07:00
Corentin Wallez 702186e169 Add restrictions on usages allowed with MapRead/Write 2017-06-22 09:56:30 -07:00
Corentin Wallez 769b00fc23 Fix MapRead and MapWrite being the same bit 2017-06-22 09:56:30 -07:00
Corentin Wallez 76707f9ac9 SerialQueue: add const version of the iterators.
Unfortunately you can't template on const-ness in C++ so we have to
duplicate all the iterator code for SerialQueue (that, or introduce very
heavy templating).
2017-06-22 09:56:30 -07:00
Corentin Wallez e64dec7a3d Move Serial declaration to Forward.h
This is a bit ugly but avoids having to include all of SerialQueue.h
just to get this typedef.
2017-06-22 09:56:30 -07:00
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 6aef6833b7 assert vector is nonempty in SerialQueue::Enqueue 2017-06-19 17:32:26 -04:00
Austin Eng e480a0724c add test for SerialQueue::FirstSerial 2017-06-19 17:32:26 -04:00
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 a4dcde9cf3 forward declare allocator classes 2017-06-19 15:08:53 -04:00
Austin Eng f96ce23628 Add ResourceAllocationManager to create and track lifetimes of d3d12 resources 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 2157002570 refactor ResourceUploader to use SerialQueue 2017-06-19 15:08:53 -04:00
Corentin Wallez 38246eb51c Introduce SerialQueue to track in flight resources 2017-06-15 15:37:48 -07:00
Corentin Wallez dbb5729e64 Add Device::Tick for periodic work 2017-06-15 13:27:50 -07:00
Austin Eng b947993e1a Add d3d12 resource uploader to create and manage uploading resource lifetimes 2017-06-14 13:53:52 -04:00
Austin Eng d251356783 D3D12 vertex and index buffers with resource transitions 2017-06-14 13:53:52 -04:00
Austin Eng 459537491b Refactor TransitionUsage to use abstract TransitionUsageImpl 2017-06-14 13:53:52 -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 5c92537418 Add validation tests for B2B commands 2017-06-13 13:15:30 -07:00
Corentin Wallez d84d107076 Add buffer to buffer copies 2017-06-13 13:15:30 -07:00
Corentin Wallez 367cb3515c Fix MapRead error callback being called with a valid pointer
This happened when a request resulted in an error while the buffer was
already mapped. Adds a test that catches the error.
2017-06-13 08:30:01 -07:00
Corentin Wallez 68358b5c23 Add Buffer::MapReadAsync validation tests.
This also expands the Buffer validation tests to cover more creation
code paths and SetSubData. It also introduces a mechanism for
ValidationTests to check for device errors.
2017-06-13 08:30:01 -07:00
Corentin Wallez 43bfaae340 Null: implement fake async BufferMapRead
We want to test BufferMapRead validation using the null backend. To get
closer to conditions on a real backend, we call the callback only on the
next Queue::Submit. This is because on real backends, we would have to
wait for the GPU to be finished with the buffer, to be sure the correct
data is read.
2017-06-13 08:30:01 -07:00
Corentin Wallez c863b1c26f ToBackend: Add support for Device 2017-06-13 08:30:01 -07:00
Corentin Wallez eca89c2989 WireTests for buffer read mapping 2017-06-13 08:30:01 -07:00
Corentin Wallez 9388b23212 Implement Buffer::MapReadAsync in the wire 2017-06-13 08:30:01 -07:00
Corentin Wallez b1c19eeb4f Add Buffer::MapReadAsync state-tracking 2017-06-13 08:30:01 -07:00
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
Kai Ninomiya 613eee30c3 Add validation for some null arguments and dangling render passes
And add tests for both
2017-06-09 12:11:06 -07:00
Austin Eng 2b055c38fd add fences to prevent resetting a ID3D12CommandAllocator before commands have completed 2017-06-09 07:26:31 -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
Kai Ninomiya 468dafde9d Create a command buffer builder state tracker object (#19) 2017-06-08 17:25:57 -07:00
Austin Eng e6e30ecdbf Remove gcc from Travis CI build 2017-06-08 16:14:29 -04:00
Austin Eng 83703293eb Build on AppVeyor with VS2017 2017-06-07 16:23:10 -04:00
Austin Eng cfeda4d9f2 CHelloTriangle working 2017-06-07 16:23:10 -04:00