Corentin Wallez
b91022dc23
SampleUtils: Flush the wire before getting preferred format
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This makes sure that the swapchain has been created on the server side
and that the preferred swapchain format is correctly computed.
2018-01-29 14:35:58 -05:00
Corentin Wallez
52cbcb4e47
SampleUtils: print GLFW errors for debugging
2018-01-29 14:35:58 -05:00
Corentin Wallez
e98678f886
CHelloTriangle: Make the framebuffer use the preferred swapchain format
2018-01-29 14:35:58 -05:00
Corentin Wallez
d0d6e5cd20
Fix glTFViewer after shaderc update
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Fragment shader outputs now require a location qualifier, that
glTFViewer was missing in its shaderc.
2018-01-15 19:13:01 -05:00
Corentin Wallez
b6fb5f3149
Roll shaderc
2017-12-12 01:02:35 -05:00
Corentin Wallez
2e31e8f0bf
Make binding expose the preferred format
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
715ac712c6
Document a bug in glTFViewer
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
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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
Austin Eng
dc6bb4a16c
Update ComputeBoids to use SSBOs as arrays
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This is due to restrictions in HLSL. The size of RWStructuredBuffer<T> elements in Shader
Model 5.1 cannot be larger than 2048 bytes so we cannot use a
RWStructuredBuffer<Arr>, where Arr is a struct containing a large array.
2017-08-14 17:39:36 -04:00
Kai Ninomiya
b985431c82
Load operations ( #105 )
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* load ops: design + implementation (all backends)
* Animometer/glTFViewer: use just one subpass per frame
2017-08-11 14:36:20 -07:00
Kai Ninomiya
3d1154786f
glTFViewer: replace default texture with an untextured shader ( #106 )
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This fixes the issue where the default texture wasn't uploading
correctly (due to 3f47729
, changes in row pitch validation) by just
removing the broken texture entirely.
2017-08-09 11:44:48 -07:00
Kai Ninomiya
c16a67ae52
Swap chains, part 2 ( #94 )
2017-07-27 18:30:57 -07:00
Austin Eng
0c50889bfa
Fix HelloDepthStencil example
2017-07-25 10:16:08 -04:00
Kai Ninomiya
78c8b837ea
clang/gcc: enable a bunch more warnings ( #91 )
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* clang/gcc: enable -pedantic warnings
* suppress a GCC-specific warning in stb_image
* And some clang-specific warnings
* -Wconversion (clang) -Wold-style-cast (clang+gcc)
and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)
* bunch more warnings
* fixes
* remove merge error
2017-07-21 17:00:22 -07:00
Kai Ninomiya
59dc03f101
Correctly configure NXT_ENABLE_ASSERTS on multiconfiguration generators ( #88 )
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And also set a default build type for single-configuration generators
2017-07-20 07:28:00 -07:00
Corentin Wallez
134e08005a
Move USleep to utils/
2017-07-18 11:06:54 -04:00
Austin Eng
972a1e59a7
Update tests and examples to follow copy row pitch alignment constraints
2017-07-17 17:16:45 -04:00
Austin Eng
c5f8e7ae77
Update usage of CopyBufferToTexture and CopyTextureToBuffer to include row pitch
2017-07-17 17:16:45 -04:00
Corentin Wallez
66ff447216
Split Pipeline in Render and Compute, examples part
2017-07-17 15:25:16 -04:00
Kai Ninomiya
fec8c58a97
Add depth-stencil textures and attachments ( #77 )
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Related: #29
2017-07-17 12:03:16 -04:00
Corentin Wallez
0b186b1fda
Use feature detection macros everywhere
2017-07-13 14:55:23 -04:00
Corentin Wallez
275817a93a
Add proper defines for backend enablement
2017-07-13 14:55:23 -04:00
Corentin Wallez
0f833f30ed
Enable warnings on Windows
2017-07-11 13:59:15 -04:00
Corentin Wallez
83e779d8f2
Fix all Windows warnings
2017-07-11 13:59:15 -04:00
Corentin Wallez
bd0594bab8
Enable warnings on non-MSVC
2017-07-10 19:35:21 -04:00
Corentin Wallez
98c90d4faa
Fix clang/GCC warnings
2017-07-10 19:35:21 -04:00
Kai Ninomiya
296951df60
Introduce Begin/EndComputePass ( #70 )
2017-07-10 14:07:24 -07:00
Kai Ninomiya
cb2d6d8553
Freeze texture transitions while attached; consolidate OutputAttachment usage ( #67 )
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* 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
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and replace subpassActive with VALIDATION_ASPECT_RENDER_SUBPASS
2017-07-07 11:19:42 -04:00
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
e44179ae4d
Move command list creation to the Device and indirectly reserve command allocators
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
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
f45bdb89c6
Split Mapped usage in MapWrite and MapRead
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Also make use of CreateFrozenBufferFromData where possible in the
example to make the renaming easier.
2017-06-09 15:26:26 -07:00
Austin Eng
81bc3ad23b
move frame resource transitions to D3D12Binding
2017-06-09 07:26:31 -07:00
Kai Ninomiya
39c1bce62d
Update glTFViewer for render passes and depth stencil state ( #39 )
2017-06-08 19:03:59 -07:00
Austin Eng
eb6d22242a
add D3D12Binding with swap chain
2017-06-07 16:23:10 -04:00
Austin Eng
fc2bac7e45
add null D3D12 backend
2017-06-07 16:23:10 -04:00
Corentin Wallez
ca9af201b5
Fix validation errors in Animometer's shader
2017-06-06 10:03:46 -07:00
Corentin Wallez
001c2ea98f
Fix some nits from depth-stencil PR
2017-06-05 14:43:06 -07:00
Austin Eng
58c76b3fe4
Simplify PersistentPipelineState and application of stencil states. Fix
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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
5a67d196be
add buffer creation utility function
2017-06-02 12:13:39 -07:00
Austin Eng
1063439d5d
Refactor DepthStencilState. TODO: add validation tests
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- 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
376f1c6a8e
fix formatting
2017-06-02 12:13:39 -07:00