Commit Graph

62 Commits

Author SHA1 Message Date
Corentin Wallez b91022dc23 SampleUtils: Flush the wire before getting preferred format
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
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
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
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)
* 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)
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)
* 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)
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)
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)
* 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
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
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
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
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
instead of MapWrite bit
2017-06-14 13:53:52 -04:00
Corentin Wallez f45bdb89c6 Split Mapped usage in MapWrite and MapRead
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
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
- 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