12 Commits

Author SHA1 Message Date
Corentin Wallez
a714f5b459 OpenGL: Split off QueueGL 2018-06-19 13:51:26 -04:00
Corentin Wallez
77d1f10493 OpenGL: Split OpenGLBackend in Forward.h and DeviceGL 2018-06-19 13:51:26 -04:00
Corentin Wallez
c7807abf04 Format: src/backend/opengl 2017-11-28 16:18:39 -05:00
Corentin Wallez
33f7bfe322 OpenGL: Apply vertex/index buffers just before draw.
Previously we would modify the GL state as soon as we saw
SetIndex/VertexBuffers. This GL state is owned by the VAOs in the
InputState and was disappearing on a Pipeline change. Fix this by
applying the index / vertex buffers lazily.
2017-11-21 17:34:16 -05:00
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
b085eecb31 Split Pipeline in Render and Compute, OpenGL part 2017-07-17 15:25:16 -04:00
Corentin Wallez
9d4b9ab313 OpenGL: move buffer to its own file 2017-07-17 13:48:17 -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
Austin Eng
58c76b3fe4 Simplify PersistentPipelineState and application of stencil states. Fix
stencil mask usage. D3D12 does not support separate front/back masks.
All APIs support separate read/write masks.
2017-06-02 12:13:39 -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
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