319 Commits

Author SHA1 Message Date
Corentin Wallez
2dd73fbc1d Remove unnecessary Device forwarding. 2017-07-06 16:30:20 -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
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
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
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
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
b6d52b4ad1 Refactor copy validation to add helper functions useful for T->B too.
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
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
ef199c0310 Metal: Implement BufferMapRead 2017-06-22 09:56:30 -07:00
Corentin Wallez
6cb33ef24e Metal: Introduce a proper BufferUploader and PendingCommands
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.
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
76707f9ac9 SerialQueue: add const version of the iterators.
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
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
Austin Eng
6aef6833b7 assert vector is nonempty in SerialQueue::Enqueue 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
instead of MapWrite bit
2017-06-14 13:53:52 -04:00
Corentin Wallez
d84d107076 Add buffer to buffer copies 2017-06-13 13:15:30 -07:00
Corentin Wallez
43bfaae340 Null: implement fake async BufferMapRead
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
Corentin Wallez
c863b1c26f ToBackend: Add support for Device 2017-06-13 08:30:01 -07:00
Corentin Wallez
b1c19eeb4f Add Buffer::MapReadAsync state-tracking 2017-06-13 08:30:01 -07:00
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
Kai Ninomiya
613eee30c3 Add validation for some null arguments and dangling render passes
And add tests for both
2017-06-09 12:11:06 -07:00
Austin Eng
2b055c38fd add fences to prevent resetting a ID3D12CommandAllocator before commands have completed 2017-06-09 07:26:31 -07:00
Austin Eng
81bc3ad23b move frame resource transitions to D3D12Binding 2017-06-09 07:26:31 -07:00
Kai Ninomiya
468dafde9d Create a command buffer builder state tracker object (#19) 2017-06-08 17:25:57 -07:00
Austin Eng
cfeda4d9f2 CHelloTriangle working 2017-06-07 16:23:10 -04:00
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
fbab31bada Roll spirv-cross bd7c47a0 -> 3ab17000 2017-06-06 10:03:46 -07:00
Corentin Wallez
72725eebf9 CommandBufferGL: Advance iterator for unimplemented commands 2017-06-06 10:03:46 -07:00
Corentin Wallez
ca9af201b5 Fix validation errors in Animometer's shader 2017-06-06 10:03:46 -07:00
Corentin Wallez
4efaf32d1b Don't check for vertex buffers in dispatch aspects
Recently started causing a crash because we stopped creating an empty
InputState for compute pipelines
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
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
f51be34864 Use explicit front and back stencil state.
Previously stencil states were stored in array. This commit changes the
DepthStencilState to explicitly store a front and back stencil.
2017-06-02 12:13:39 -07:00
Austin Eng
376f1c6a8e fix formatting 2017-06-02 12:13:39 -07:00