Commit Graph

319 Commits

Author SHA1 Message Date
Austin Eng 084346bd5f Fix OpenGL stencil clear hack. Improve example stencil reflection 2017-06-02 12:13:39 -07:00
Austin Eng 76e64a985d Add MTL backend for DepthStencilState. Completely untested. 2017-06-02 12:13:39 -07:00
Austin Eng 4f5521e440 Remove StencilReferenceMode. Add SetStencilReference.
This moves the application of the stencil reference from the
DepthStencilState to Command::SetStencilReference
2017-06-02 12:13:39 -07:00
Austin Eng 3efcf2172d Add DepthStencilState
Add depth and stencil tests. This is currently only implemented for the
OpenGL API. HelloDepthStencil is a test using the depth and stencil
buffers to do reflections. Currently clearing / stencil clearing is not
working properly.
2017-06-02 12:13:39 -07:00
Corentin Wallez 40fb17dddc Only include intrin.h on Windows 2017-05-30 15:55:34 -07:00
Corentin Wallez 76dbbd54a0 Use sized integer type for BitSetIterator
This makes sure it works correctly with the ScanForward Math type.
However this isn't a very good fix, the right solution would be to
detect whether we are compiling in 32bit or 64bit and use one of
ScanForward32 or ScanForward64.
2017-05-30 15:55:34 -07:00
Corentin Wallez 944b60fb75 Fix compilation on Windows
There are still a bunch of warning that we should remove.
2017-05-30 10:48:32 -07:00
Corentin Wallez 26275d0a16 Make all libraries STATIC for now
For shared library to work on Windows to work, we need to add
declspec(export) and declspec(import) annotations to the symbols to
export. This fixes the problem by making all libraries static on
Windows, but we'll need to revisit and do proper symbol exports.
2017-05-30 10:48:32 -07:00
Corentin Wallez 230daf56ad Misc, noop cleanups 2017-05-30 10:40:43 -07:00
Kai Ninomiya b2b495b5aa Forbid explicit transitions to/from attachment usages (#18) 2017-05-24 13:07:30 -07:00
Corentin Wallez 79a62bf6e3 Create a Null backend.
This will be useful to run validation unittests without using the GPU.
2017-05-24 15:23:53 -04:00
Kai Ninomiya 68df8b0a3a Introduce render passes
* First API design (many features missing, including input attachments)
* Metal implementation (no OpenGL yet)
* Render-to-texture demo (a little broken until we have depth buffers)
* Update examples to use render passes
2017-05-22 10:53:19 -07:00
Corentin Wallez 0a58812f34 Consolidate unittests in one binary 2017-05-19 10:41:36 +02:00
Corentin Wallez 36cf2dd54b Make autogenerated validation produce device or builder errors 2017-05-11 11:31:54 +02:00
Corentin Wallez 7f96177289 Implement the builder error callback in the backends
This makes the Builder base class retain the error status, if any, and
call the callback on GetResult (or ~Builder, whichever comes first).
2017-05-11 11:31:54 +02:00
Corentin Wallez 5dc7915d38 Introduce a base class for Builder objects.
All builder objects will depend from this "Builder" base class. This
will allow having the builder callback logic in only one place.
2017-05-11 11:31:54 +02:00
Corentin Wallez 4b410a33ca Implement the device error callback.
This adds support for "natively defined" API types like callbacks that
will have to be implemented manually for each target language. Also this
splits the concept of "native method" into a set of native methods per
language.

Removes the "Synchronous error" concept that was used to make builders
work in the maybe Monad, this will have to be reinroduced with builder
callbacks.
2017-05-11 11:31:54 +02:00
Corentin Wallez 7f433a5b52 Add bufferOffset to CopyBufferToTexture. 2017-05-10 19:49:52 +02:00
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