Kai Ninomiya
08a0081c13
Change SetPipelineCommon to return void ( #124 )
...
This is to avoid a potential future problem if SetPipelineCommon were to
ever return false (which is currently not possible), some state might
have been modified incorrectly.
2017-08-31 10:56:15 -07:00
Kai Ninomiya
da42198478
Remove the last few null=backbuffer hacks ( #125 )
...
I missed these in #94 .
2017-08-31 10:47:54 -07:00
Corentin Wallez
916046c956
Add stub Vulkan backend
2017-08-29 13:37:24 -07:00
Corentin Wallez
7218ed19a1
end2end: Add push constant tests
2017-08-23 09:49:35 -04:00
Corentin Wallez
ab4aa2af3e
NXTTest: Configure the swapchain
...
Otherwise when trying to use SwapBuffersForCapture a device error is
generated.
2017-08-23 09:49:35 -04:00
Corentin Wallez
9a72ea09a9
Metal: Recreate the compiler everytime we use it.
2017-08-23 09:49:35 -04:00
Corentin Wallez
2f96e129ef
Metal: Fix SetBindGroup assert
2017-08-23 09:49:35 -04:00
Corentin Wallez
91b475f369
OpenGL: Allow separate VS and FS push constants
2017-08-23 09:49:35 -04:00
Corentin Wallez
1b6f7535aa
OpenGL: Reset viewport to FB size at each subpass
2017-08-23 09:49:35 -04:00
Corentin Wallez
a214b7f12d
OpenGL: Fix push constants disappearing on pipeline change
2017-08-23 09:49:35 -04:00
Corentin Wallez
3ef4121d4e
Metal: Free pipeline descriptor on error.
2017-08-23 09:49:35 -04:00
Corentin Wallez
8846433ae7
end2end: Clear attachments in tests
2017-08-23 09:49:35 -04:00
Corentin Wallez
770f25f335
Fix XCode Analyse false positive
2017-08-23 09:49:35 -04:00
Austin Eng
a384c61f7a
Fix indexing error
2017-08-18 12:49:45 -04:00
Austin Eng
4086effec0
Validate buffer view offset on bind groups
2017-08-17 15:36:02 -04:00
Austin Eng
ae48c95306
Add IsAligned helper for values
2017-08-17 15:36:02 -04:00
Austin Eng
d37ec9af92
unittests: Test inheritance of vertex inputs between pipelines and no inheritance between subpasses
2017-08-15 19:40:10 -04:00
Austin Eng
9b4150d5fd
Fix RecomputeHaveAspectVertexBuffers check
2017-08-15 19:40:10 -04:00
Austin Eng
dd37e5017f
Fix bug with EnsureTextureUsage
2017-08-15 19:40:10 -04:00
Austin Eng
d9568e2ca9
Reset vertex buffers aspect when pipelines change and fix bug where inputsSet is not cleared
2017-08-15 19:40:10 -04:00
Kai Ninomiya
b476abd915
RenderPassLoadOpTests.ClearsOnlyOnFirstUsePerRenderPass ( #117 )
...
Tests that an attachment is cleared only on the first subpass that uses
it in a renderpass
2017-08-15 13:58:48 -07:00
Kai Ninomiya
afa45a9176
Add tests for clears, render passes, framebuffers ( #107 )
...
* Add tests for clears, render passes, framebuffers
* Test load with a draw in it
2017-08-14 16:32:26 -07:00
Austin Eng
37d11539a4
Add compute to D3D12 backend
2017-08-14 17:39:36 -04:00
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
Austin Eng
fb19c3606b
Add RGBA8Uint texture format
2017-08-14 17:38:56 -04:00
Austin Eng
d474c2597a
CMAKE_SOURCE_DIR -> PROJECT_SOURCE_DIR
2017-08-14 17:38:36 -04:00
Kai Ninomiya
40461057f5
Pin travis to precise until we can upgrade to trusty ( #114 )
2017-08-14 13:32:05 -07:00
Kai Ninomiya
fb9d82c890
Undo accidental revert of spirv-cross from #109
2017-08-11 18:47:27 -07:00
Kai Ninomiya
ba7a3224ea
fix accidentally lost from #105 ( #109 )
2017-08-11 18:06:25 -07:00
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 )
...
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
Corentin Wallez
741e33c394
Use our fork of SPIRV-Cross with HLSL compute patches
2017-08-09 10:46:44 -04:00
Austin Eng
e69a2893b3
Add BlendState validation tests
2017-08-07 18:51:48 -04:00
Austin Eng
12a00ba3d1
Reset blend color to (0,0,0,0) at the start of render subpass
2017-08-07 18:51:48 -04:00
Austin Eng
cce6b01b6d
Remove dual source blending
...
It is not supported on many mobile GPUS on Vulkan
http://vulkan.gpuinfo.org/listreports.php?feature=dualSrcBlend&option=not
and is optional on Metal
2017-08-07 18:51:48 -04:00
Austin Eng
6366a019db
Validate render subpass for SetBlendColor and SetStencilReference
2017-08-07 18:51:48 -04:00
Austin Eng
3a8f48504d
opengl: Fix multiple render target setup with glDrawBuffers
2017-08-07 18:51:48 -04:00
Austin Eng
8dc3bd1808
opengl: Implement blend state
2017-08-07 18:51:48 -04:00
Austin Eng
18163f1223
end2end: Add blend state tests
2017-08-07 18:51:48 -04:00
Austin Eng
1f6141e38a
Roll shaderc to support 4 draw buffers
2017-08-07 18:51:48 -04:00
Austin Eng
fb4265387c
Add SetBlendColor command
2017-08-07 18:51:48 -04:00
Austin Eng
476e5cbe30
Metal: Apply BlendState to RenderPipeline
2017-08-07 18:51:48 -04:00
Austin Eng
4820dbd7ee
D3D12: Apply blend state to render pipeline
2017-08-07 18:51:48 -04:00
Austin Eng
31fc0d234c
D3D12 & Metal: Blend state conversions
2017-08-07 18:51:48 -04:00
Austin Eng
94bebe517d
Add BlendState to NXT API
2017-08-07 18:51:48 -04:00
Kai Ninomiya
fc9775f7df
.gitignore + disable in-source builds ( #98 )
2017-08-03 11:45:12 -07:00
Ben Constable
2c05f4d8fc
Remove comment per code review feedback
2017-08-01 18:45:33 -04:00
Ben Constable
ea507ddf77
Code review feedback
2017-08-01 18:45:33 -04:00
Ben Constable
d54a5239a6
Fix missing depth stencil format and reference value setting
2017-08-01 18:45:33 -04:00
Ben Constable
a015ad3399
Initial changes for depth stencil, some tests not passing
2017-08-01 18:45:33 -04:00