78 Commits

Author SHA1 Message Date
Corentin Wallez
315e9268bb Vulkan: Start buffers, hack SetSubData and MapRead 2017-11-22 18:25:20 -05:00
Corentin Wallez
2eb113d690 Noop d3d12_platform.h cleanup 2017-11-21 16:09:15 -05:00
Corentin Wallez
e862a33dac Add TextureFormat::B8G8R8A8Unorm 2017-11-20 09:59:03 -05:00
Corentin Wallez
405dcd636a Make the index format part of the pipeline state. 2017-11-20 09:59:03 -05:00
Corentin Wallez
ff57ccbcf1 OpenGL: Fix rendered textures being flipped.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
 - Updates SPIRV-Cross to the latest version
 - Uses the new vertex.flip_vert_y option in ShaderModuleGL
 - Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Kai Ninomiya
169809c458 use TransitionUsageImpl 2017-09-15 14:02:02 -07:00
Kai Ninomiya
720a5d9366 d3d12: add implicit transition for subpass attachments 2017-09-15 14:02:02 -07:00
Austin Eng
37d11539a4 Add compute to D3D12 backend 2017-08-14 17:39:36 -04:00
Austin Eng
fb19c3606b Add RGBA8Uint texture format 2017-08-14 17:38:56 -04:00
Kai Ninomiya
ba7a3224ea fix accidentally lost from #105 (#109) 2017-08-11 18:06:25 -07:00
Kai Ninomiya
b985431c82 Load operations (#105)
* load ops: design + implementation (all backends)

* Animometer/glTFViewer: use just one subpass per frame
2017-08-11 14:36:20 -07:00
Austin Eng
12a00ba3d1 Reset blend color to (0,0,0,0) at the start of render subpass 2017-08-07 18:51:48 -04:00
Austin Eng
cce6b01b6d Remove dual source blending
It is not supported on many mobile GPUS on Vulkan
http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not
and is optional on Metal
2017-08-07 18:51:48 -04:00
Austin Eng
fb4265387c Add SetBlendColor command 2017-08-07 18:51:48 -04:00
Austin Eng
4820dbd7ee D3D12: Apply blend state to render pipeline 2017-08-07 18:51:48 -04:00
Austin Eng
31fc0d234c D3D12 & Metal: Blend state conversions 2017-08-07 18:51:48 -04:00
Austin Eng
94bebe517d Add BlendState to NXT API 2017-08-07 18:51:48 -04:00
Ben Constable
2c05f4d8fc Remove comment per code review feedback 2017-08-01 18:45:33 -04:00
Ben Constable
ea507ddf77 Code review feedback 2017-08-01 18:45:33 -04:00
Ben Constable
d54a5239a6 Fix missing depth stencil format and reference value setting 2017-08-01 18:45:33 -04:00
Ben Constable
a015ad3399 Initial changes for depth stencil, some tests not passing 2017-08-01 18:45:33 -04:00
Kai Ninomiya
4526368263 Remove outdated backbuffer hack + reduce GL version to 4.4 (#100) 2017-07-31 11:25:06 -07:00
Corentin Wallez
30beb65a7b Metal: Make the MSL indices match the ones of PipelineLayout
Previously didn't tell SPIRV-Cross at which MSL resource indices the
different SPIRV binding should be, and were lucky that it's giving
indices in increasing order matched the PipelineLayout in all our
samples.

Fix this by making SPIRV->MSL compilation depend on the PipelineLayout
so we can tell SPIRV-Cross which binding goes where.

We should do the same for vertex attributes eventually as they are
hardcoded to start at kMaxBindingsPerGroup currently.

Also a couple unrelated cleanups (unused function, usage of
IterateBitSet).
2017-07-28 17:11:07 -04:00
Kai Ninomiya
c16a67ae52 Swap chains, part 2 (#94) 2017-07-27 18:30:57 -07:00
Austin Eng
ba6a36c974 D3D12: Enable better live object reporting and cleanup resources on device destruction 2017-07-27 15:15:28 -04:00
Austin Eng
439d963ccd Point,Line,Triangle -> PointList,LineList,TriangleList 2017-07-27 10:19:30 -04:00
Austin Eng
c2def461a1 Add input primitive topology to D3D12 and Metal pipeline states 2017-07-27 10:19:30 -04:00
Austin Eng
d81fd82bde Implement primitive topology in OpenGL, Metal, and D3D12 backends 2017-07-27 10:19:30 -04:00
Austin Eng
0506138567 D3D12: Add copy splitting for texture copies not 512-byte aligned 2017-07-25 09:40:54 -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
ea1241af80 D3D12: Handle MapReadAsync offset 2017-07-18 11:06:54 -04:00
Austin Eng
33560ef015 Implement backend texture->buffer and buffer->texture copies with row pitch 2017-07-17 17:16:45 -04:00
Austin Eng
c100ca7b3f Update BufferD3D12 to use Align helper 2017-07-17 17:16:45 -04:00
Corentin Wallez
0bcf0e8e74 Factor computation of inherited bindgroups in PipelineLayoutBase 2017-07-17 15:25:16 -04:00
Corentin Wallez
136cae5ee2 Split Pipeline in Render and Compute, D3D12 part 2017-07-17 15:25:16 -04:00
Corentin Wallez
29ced285d4 Split Pipeline in Render and Compute, common part 2017-07-17 15:25:16 -04:00
Kai Ninomiya
00349e6e36 Default-initialize descriptor heaps to null (#82) 2017-07-17 15:14:01 -04:00
Kai Ninomiya
fec8c58a97 Add depth-stencil textures and attachments (#77)
Related: #29
2017-07-17 12:03:16 -04:00
Corentin Wallez
11ce310de3 D3D12: make texture transition barrier on all subresources
This doesn't fix anything in particular and is just a drive-by
change.
2017-07-13 15:41:43 -04:00
Austin Eng
77a29986b0 D3D12 Render Targets (#72)
Implements BeginRenderSubpass on the D3D12 backend. Descriptors for render target and depth stencil views are recorded in a descriptor heap for each framebuffer. For now, we still have the hack where no attachment renders to the backbuffer, so the CommandBuffer records those when necessary when it is submitted.

This PR also enables input states for D3D12 which are mostly working. One failure seems to be happening because our texture copies are not yet correct.
2017-07-12 17:36:36 -07:00
Corentin Wallez
83e779d8f2 Fix all Windows warnings 2017-07-11 13:59:15 -04:00
Corentin Wallez
8fca4a21b7 Use UNREACHABLE in more places 2017-07-11 13:59:15 -04:00
Corentin Wallez
96acaef95e Fix MSVC warnings on enum class switches 2017-07-11 13:59:15 -04:00
Corentin Wallez
fd589f3919 Add an internal ASSERT macro
This macro has some advantages over the standard library one:
 - It prints the place where the macro was triggered
 - It "references" the condition even in Release to avoid warnings
 - In release, if possible, it gives compiler hints

It is basically is stripped down version of the ASSERT macros I wrote
for the Daemon engine in src/common/Assert.h

This commit also removes the stray "backend" namespaces for common/
code.
2017-07-10 19:35:21 -04:00
Corentin Wallez
a52c23c553 Make one missed #include start from src/ 2017-07-10 19:35:21 -04:00
Kai Ninomiya
296951df60 Introduce Begin/EndComputePass (#70) 2017-07-10 14:07:24 -07:00
Austin Eng
afdcf7d828 D3D12: Wait for GPU on device destruction 2017-07-10 16:45:28 -04:00
Austin Eng
f9c39d021e Add device reference counting 2017-07-10 16:45:28 -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