26 Commits

Author SHA1 Message Date
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
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
f58d84d488 Format: src/backend/metal 2017-11-28 16:18:39 -05:00
Corentin Wallez
b0c75a5b68 Member rename: src/backend/metal 2017-11-23 17:04:10 -05:00
Austin Eng
94bebe517d Add BlendState to NXT API 2017-08-07 18:51:48 -04:00
Kai Ninomiya
c16a67ae52 Swap chains, part 2 (#94) 2017-07-27 18:30:57 -07:00
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
494a157f66 Split Pipeline in Render and Compute, Metal 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
Austin Eng
f9c39d021e Add device reference counting 2017-07-10 16:45:28 -04:00
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
2dd73fbc1d Remove unnecessary Device forwarding. 2017-07-06 16:30:20 -04:00
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
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
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
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
76e64a985d Add MTL backend for DepthStencilState. Completely untested. 2017-06-02 12:13:39 -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
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