Austin Eng
6103c62489
Rename backend::d3d12::ResourceUploader::UploadToBuffer to BufferSubData
2017-07-06 16:57:54 -04:00
Corentin Wallez
5e03aec75a
Remove some unused variables
2017-07-06 16:30:20 -04:00
Corentin Wallez
2dd73fbc1d
Remove unnecessary Device forwarding.
2017-07-06 16:30:20 -04:00
Corentin Wallez
59d55dc3ac
unittests: Add validation tests for InputState.
2017-07-06 11:34:31 -04:00
Corentin Wallez
0230a8dea0
end2end: Add InputStateTests
...
They test aspects of the input state but don't try all combinations of
formats like dEQP would do.
2017-07-06 11:34:31 -04:00
Corentin Wallez
8308b1c1b3
Metal: Don't hardcode the texture usage or dimension
2017-07-06 11:34:31 -04:00
Corentin Wallez
c6f9006b02
Metal: Use RGBA instead of BGRA and clear render targets by default
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This makes rendering of the samples have the wrong colors on the Metal
backend, but using BGRA made end2end tests fail. The rendering color
will be fixed when the WSI is introduced.
2017-07-06 11:34:31 -04:00
Corentin Wallez
8859178703
Add nxt::VertexFormat::FloatR32
2017-07-06 11:34:31 -04:00
Corentin Wallez
4cd65f03b7
Add a readpixel test
2017-07-06 11:34:31 -04:00
Austin Eng
cd13691783
Update SPRIV-Cross for HLSL SM5.1 register name support
2017-07-04 14:30:34 -04:00
Austin Eng
036f76f51f
D3D12: Refactor bind group descriptor tracking and descriptor heap allocation
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Extract descriptor offset computation and CPU descriptor recording to
BindGroupLayout and BindGroup. Refactor descriptor heap allocation to
copy from a large CPU heap to a GPU heap.
2017-07-04 14:30:34 -04:00
Austin Eng
aecf0b130e
Add D3D12 buffer, texture, and sampler binding
2017-07-04 14:30:34 -04:00
Austin Eng
29477375a6
fix bind group state tracking on pipeline switch
2017-07-04 14:30:34 -04:00
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
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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.
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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
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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
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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
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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.
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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
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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