33 Commits

Author SHA1 Message Date
Corentin Wallez
226110f958 Rename nxt:: to dawn:: in the backends 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
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
Corentin Wallez
aa13be96e8 Make the Vulkan backend support implicit barriers.
With this commit the Vulkan backend completely ignores the explicit
barrier commands passed from the frontend, and generates its own
pipeline barriers.

Right now it encodes each barrier just before the resources are used,
which is quite bad but will be optimized later.

This commit also makes the frontend command buffer validation perform
the checks necessary for implicit barriers (although they are redundant
with checks for explicit barriers) because the tracking can pre-compute
pass usage information that's useful for the Vulkan backend.

Tests for usage validation inside passes will be added once the concept
of transition is removed from the API.
2018-07-11 17:17:21 +02:00
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
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
79d9e16d3c Make Device::CreateSamplerImpl to return a ResultOrError
This will allow backends to do error-handling internally for things like
allocation failures though non of them take advantage of it yet.
2018-05-31 15:00:28 -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
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
cc0a54dbdb Implement MapWrite except in the wire.
Also this MapWrite doesn't zero out memory yet.
2018-04-06 16:03:57 -04:00
Corentin Wallez
8565e0056a Rename "buffer map read status" to "buffer map async status"
This is in preparation of MapWriteAsync that will use the same status
enum.
2018-04-06 16:03:57 -04:00
Corentin Wallez
1aa4d5604f Format: src/backend/null 2017-11-28 16:18:39 -05:00
Corentin Wallez
903c563b43 Member rename: src/backend/null 2017-11-23 17:04:10 -05:00
Kai Ninomiya
169809c458 use TransitionUsageImpl 2017-09-15 14:02:02 -07:00
Austin Eng
94bebe517d Add BlendState to NXT API 2017-08-07 18:51:48 -04:00
Kai Ninomiya
35bf424035 Swap chains, part 1 (#87)
Adds the swap chain interfaces to the API without changing the behavior
of anything else. This includes the C APIs for applications to provide
swap chain implementations. Also adds stub implementations on every
backend.
2017-07-19 15:41:17 -07:00
Corentin Wallez
29ced285d4 Split Pipeline in Render and Compute, common part 2017-07-17 15:25:16 -04:00
Corentin Wallez
98c90d4faa Fix clang/GCC warnings 2017-07-10 19:35:21 -04:00
Austin Eng
f9c39d021e Add device reference counting 2017-07-10 16:45:28 -04:00
Kai Ninomiya
794d4faece null backend: fix resource usage after cmdbuf transition (#63)
and test it.
2017-07-07 11:47:40 -07:00
Corentin Wallez
fffe6dfa16 Split backend/common in backend/ and common/
This directory used to contain both the state tracking code for the
backends, and the common utilities that could be used both by the
backends and the rest of the code. Things are now:

 - src/common is utility code for the whole repo
 - src/backend contains libNXT's code
 - src/utils is utility code that we don't want in libNXT

This commit also changes all includes to use global paths from src/
bacause it had to touch a bunch of #include statements anyway.
2017-07-06 17:54:52 -04:00
Corentin Wallez
dbb5729e64 Add Device::Tick for periodic work 2017-06-15 13:27:50 -07:00
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
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
b1c19eeb4f Add Buffer::MapReadAsync state-tracking 2017-06-13 08:30:01 -07:00
Austin Eng
376f1c6a8e fix formatting 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
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