Commit Graph

18 Commits

Author SHA1 Message Date
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 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 2e31e8f0bf Make binding expose the preferred format 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
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)
* 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 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 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
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
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