Corentin Wallez
8565e0056a
Rename "buffer map read status" to "buffer map async status"
...
This is in preparation of MapWriteAsync that will use the same status
enum.
2018-04-06 16:03:57 -04:00
Corentin Wallez
2da19d5d6b
Fix double MapReadCallback trigger when Unmapping in it.
...
When calling unmap on a mapped buffer for which the callback hasn't
fired yet, the callback should be called with UNKNOWN. The code marked
the callback as called only after calling it, causing problems with
re-entrancy where the callback would be called twice.
This could also get triggered by destroying the buffer inside the
callback.
Fix this in backend::Buffer and the WireClient and add test for both.
2018-04-06 16:03:57 -04:00
Stephen White
c25d376ac3
Use GL_RGBA8 as the internal format for GL_BGRA.
2018-04-06 15:05:05 -04:00
Corentin Wallez
32c0caab61
Enable BasicTests on the Vulkan backend
2018-03-02 15:26:19 -05:00
Corentin Wallez
8d541f3de9
Enable PrimitiveTopologyTests on Vulkan
2018-03-02 15:26:19 -05:00
Corentin Wallez
abcf982e09
Enable IndexFormatTests on Vulkan
...
This adds translation of the index format in the Vulkan backend. A test
is also added for an issue currently present in the Vulkan backend.
2018-03-02 15:26:19 -05:00
Corentin Wallez
cf0ac7570d
D3D12: Keep a reference to pipelines until unused
...
Previously we would remove the reference to pipelines in the destructor
of the d3d12::*Pipeline objects which could cause the D3D12 pipeline
state to be destroyed while still used by in-flight commands. Add a
global queue of ComPtrs to keep alive in the d3d12::Device to fix this.
2018-03-02 14:25:30 -05:00
Corentin Wallez
57f7bc750a
Add an end2end test for SetScissorRect
2018-03-02 14:22:50 -05:00
Corentin Wallez
3a2d9b9a13
Add validation test for dynamic state
...
This includes:
- SetScissorRect
- SetBlendColor
- SetStencilReference
2018-03-02 14:22:50 -05:00
Corentin Wallez
a3c89cc27a
Add and Implement CommandBuffer::SetScissorRect
2018-03-02 14:22:50 -05:00
Corentin Wallez
1090a10d4f
Invert final blit in the OpenGL bindings
...
We want all of NXT to have the origin in the top left. OpenGL's origin
is the bottom left instead. We are doing a blit already to decouple
the NXT render targets from the OpenGL default framebuffer. Take
advantage of this and invert the blit to make the OpenGL's backend
origin be top left.
2018-02-12 15:19:11 -05:00
Corentin Wallez
54ab71b5ce
Add ViewportOrientation test
2018-02-12 15:19:11 -05:00
Corentin Wallez
a88ec74e60
Factor simple framebuffer creation in end2end tests
2018-02-12 15:19:11 -05:00
msiglreith
adb152bff1
dx12: Handle present texture in a specially
...
PRESENT is an exclusive flag in NXT and can't be combined with other flags. The existing implementation treats the D3D12_RESOURCE_STATE_PRESENT as flag which is confusing due to being 0.
2018-02-08 16:12:06 -05:00
Corentin Wallez
6569f9f0a4
D3D12: Move initialization of the device in the backend
2018-02-07 14:37:51 -05:00
Corentin Wallez
9b491437b1
D3D12: Move the NativeSwapChainImpl in the backend
2018-02-07 00:31:17 -05:00
Corentin Wallez
02d24d3c5e
D3D12: Add back flip_vert_y.
...
This fixes the InputStateTests and PrimitiveTopologyTests
2018-02-07 00:31:17 -05:00
Corentin Wallez
099656dc7a
D3D12: Fix swapchains after 921fb5e1ce
...
The Swapchain::Configure was changed to not require an initial usage
anymore. Previously the code was doing a transition to this usage
causing the code to now transition to <uninitialized data> usage.
Fix this by deleting code. Also make TextureD3D12 responsible for the
transition to PRESENT.
2018-02-07 00:31:17 -05:00
Corentin Wallez
eba7c027f9
Enable DepthStencilStateTests on Vulkan
2018-02-06 09:15:01 -05:00
Corentin Wallez
53604a11a5
Vulkan: Implement SetStencilReference
2018-02-06 09:15:01 -05:00
Corentin Wallez
08b3cbf5bf
Vulkan: Implement DepthStencilState
2018-02-06 09:15:01 -05:00
Corentin Wallez
6e01758dcd
TextureVk: Don't release swapchain-owned images
2018-02-06 09:15:01 -05:00
Corentin Wallez
27570bd5b4
Vulkan: Implement RenderPass LoadOp
2018-02-06 09:15:01 -05:00
Corentin Wallez
8b7564fb54
Vulkan: Remove stencil masks from dynamic state
...
In NXT the stencil read and write masks are part of the pipeline state
so they should be set by the pipeline and not dynamically.
2018-02-06 09:15:01 -05:00
Corentin Wallez
5000ee68d2
Enable BlendStateTest on the Vulkan backend
2018-02-05 13:27:47 -05:00
Corentin Wallez
54c11a8a55
Vulkan: Implement SetBindGroup
2018-02-05 13:27:47 -05:00
Corentin Wallez
14e0687f94
Vulkan: Implement BindGroups
...
For now only StorageBuffer and UniformBuffer bindings are supported as
we don't have samplers yet.
2018-02-05 13:27:47 -05:00
Corentin Wallez
e7362d0b1b
Vulkan: Implement BindGroupLayout
2018-02-05 13:27:47 -05:00
Corentin Wallez
8df4142870
Vulkan: Implement SetBlendColor
2018-02-05 13:27:47 -05:00
Corentin Wallez
5842c71e17
Vulkan: Implement BlendState
2018-02-05 13:27:47 -05:00
Corentin Wallez
b0ae792954
Vulkan: Don't implicitly transition texture already in output attachment
2018-02-05 13:27:47 -05:00
Corentin Wallez
9e59b4ddf1
Fixup some include guards to match the filename
2018-02-05 13:27:47 -05:00
Corentin Wallez
92baafc7a0
Vulkan: Initial implementation of a swapchain.
...
This is currently hardcoded to work on one specific HW/OS/driver
version. It also assumes that the graphics queue is the same as the
present queue.
2018-01-29 19:50:28 -05:00
Corentin Wallez
672d7f26e1
TextureVk: Fix not transitioning between queues
2018-01-29 19:50:28 -05:00
Corentin Wallez
75f5b8039b
Vulkan: Fix texture synchronization for present
2018-01-29 19:50:28 -05:00
Corentin Wallez
dd5ff104ec
Vulkan: support fenced deletion of swapchain objects
2018-01-29 19:50:28 -05:00
Corentin Wallez
eb45309722
vulkan_platform: Add a method to get the uint64_t handle
2018-01-29 19:50:28 -05:00
Corentin Wallez
37bead6fa5
Vulkan: transition attachments implicitly
2018-01-29 19:50:28 -05:00
Corentin Wallez
407233390b
Vulkan: support vktrace and renderdoc
2018-01-29 14:35:58 -05:00
Corentin Wallez
04d8567d31
VulkanInfo: Implement gathering of VkSurfaceKHR related info
2018-01-29 14:35:58 -05:00
Corentin Wallez
7648217f15
NXTTest: destroy the swapchain before the device
2018-01-29 14:35:58 -05:00
Corentin Wallez
49588b0b8d
Vulkan: Split off and implement SwapChain
2018-01-18 16:17:28 -05:00
Corentin Wallez
0887236c81
nxtSwapChainNextTexture: make texture a union of ptr, u32, u64
...
Making all textures represented by pointers is a problem for Vulkan
where VkImage is a 64bit type and wouldn't fit in a pointer on 32bit
builds. Make texture contain on of each useful type so that each backend
can choose which one it wants to receive.
2018-01-18 16:17:28 -05:00
Corentin Wallez
c0f5ca1f5a
Move vulkan_platform.h to common/
...
This file changes the non-dispatchable Vulkan handle types. We want to
use some of these handles in utils/VulkanSwapChain.cpp so it needs to
have access to it. The file could include
backend/vulkan/vulkan_platform.h but it seems a bit cleaner to move the
header in common/ instead with a warning if the Vulkan backend isn't
enabled.
2018-01-18 16:17:28 -05:00
Corentin Wallez
cc407ae787
Make SwapChainImpl a function and move it to common/
...
For the Vulkan backend it will make sense to have the SwapChain be
implemented inside the backend as it will need to interact with a lot of
things there. It will need SwapChainImpl and cannot see utils/ so
SwapChainImpl has to be moved in common/
Also makes SwapChainImpl a function called CreateSwapChainImplementation
as the inheritance was only used to share a static method.
2018-01-18 16:17:28 -05:00
Corentin Wallez
395bf15599
Enable the InputState tests on Vulkan
2018-01-15 19:13:01 -05:00
Corentin Wallez
a00a5d3d8b
TextureVk: Transition to the first usage if needed
...
In Vulkan images are created in no particular layout and must be
transitioned before they can be used. This didn't appear before because
the test were creating the textures with not initial usage and then
transitioned them. This isn't the case with InputStateTest, which is
what uncovered this issue.
2018-01-15 19:13:01 -05:00
Corentin Wallez
2b391dac74
Vulkan: Implement RenderPipeline
2018-01-15 19:13:01 -05:00
Corentin Wallez
eb135f6fc0
Vulkan: Implement render pass commands
2018-01-15 19:13:01 -05:00
Corentin Wallez
35fcfc737b
Vulkan: Implement TextureView and Framebuffer
2018-01-15 19:13:01 -05:00
Corentin Wallez
49450b5644
Vulkan: Implement Draw* commands
2018-01-15 19:13:01 -05:00
Corentin Wallez
88d85fbaac
Vulkan: Implement Set[Index|Vertex]Buffers
2018-01-15 19:13:01 -05:00
Corentin Wallez
2bd6143061
Vulkan: Implement InputState
2018-01-15 19:13:01 -05:00
Corentin Wallez
3a11684e05
Vulkan: Implement 1-subpass renderpasses
...
Also adds some missing asserts for empty serial queues in the fenced
deleter service.
2018-01-15 19:13:01 -05:00
Corentin Wallez
aeaffcf8fc
Vulkan: Create dummy pipeline layouts
2018-01-15 19:13:01 -05:00
Corentin Wallez
47155a3555
Make gl_Position(-1, -1) map to texel (0, 0) of the render target
...
There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.
Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
2018-01-15 19:13:01 -05:00
Corentin Wallez
d15177d84e
Don't leak default created objects
...
Sometimes NXT provides default objects for parts of the pipelines, for
example a default pipeline layout. This objects were create with code
like: device->CreateFooBuilder()->GetResult(); and stored in a Ref<>.
This caused the object to have on external reference and two internal
references and not get destroyed when the Ref<> goes out. Call Release
on these objects to remove the external reference and fix the leak.
Was found via the Vulkan validation layers that were complaining that a
VkPipelineLayout was leaked.
2018-01-15 19:13:01 -05:00
Corentin Wallez
348fb1b223
Enable T<->B CopyTests on Vulkan
2018-01-08 04:07:41 -08:00
Corentin Wallez
6b986732d5
Vulkan: implement T<->B copies
2018-01-08 04:07:41 -08:00
Corentin Wallez
f1d56f3094
Vulkan: Implement texture transitions
2018-01-08 04:07:41 -08:00
Corentin Wallez
aa43d162ec
Vulkan: Implement texture creation.
...
This commit only implements the creation and destruction of VkImage as
well as the allocation and freeing of its memory.
2018-01-08 04:07:41 -08:00
Corentin Wallez
f11396767f
Make nxt::TextureBase::GetDevice const
...
Because it is.
2018-01-08 04:07:41 -08:00
Corentin Wallez
160abad592
Vulkan: Implement buffer transitions
2017-12-12 12:31:20 -05:00
Corentin Wallez
77a1d908b6
Vulkan: Handle CopyBufferToBuffer commands
...
This as this is the first command handled by the Vulkan backend, this
commit also introduces the b:✌️ :CommandBUffer class and implements
b:✌️ :Queue::Submit.
Also enables the BufferSetSubData tests that are now passing on Vulkan
even though the buffer transitions are unimplemented.
2017-12-12 12:31:20 -05:00
Corentin Wallez
a9b98af710
Vulkan: Centralized deferred deletion, use it for BufferVk's handle
...
This introduce a new FencedDeleter service as part of the Device
objects that tracks when resources are no longer used and deletes them.
BufferVk takes advantage of this to defer the deletion of its handle
that was previously incorrectly delete directly in ~BufferVk.
2017-12-12 12:31:20 -05:00
Corentin Wallez
c34aa3abe7
Vulkan: Make non-dispatchable handles always opaque
...
On 32 bit Vulkan typedefs these handles to uint64_t which breaks
function overload resolution. Replace the
VK_DEFINE_NON_DISPATCHABLE_HANDLE and VK_NULL_HANDLE defines to be
opaque C++ types with the same capabilities.
2017-12-12 12:31:20 -05:00
Corentin Wallez
00935daffc
Use shaderc_shared and don't build unnecessary targets
...
This should speed up compilation on Travis a little bit.
2017-12-12 01:02:35 -05:00
Corentin Wallez
b6fb5f3149
Roll shaderc
2017-12-12 01:02:35 -05:00
Corentin Wallez
b36b501f5e
Build the Vulkan backend on CI
2017-12-04 21:39:16 -05:00
Corentin Wallez
23b27a27e2
Format: src/backend/vulkan
2017-11-28 16:18:39 -05:00
Corentin Wallez
c7807abf04
Format: src/backend/opengl
2017-11-28 16:18:39 -05:00
Corentin Wallez
1aa4d5604f
Format: src/backend/null
2017-11-28 16:18:39 -05:00
Corentin Wallez
f58d84d488
Format: src/backend/metal
2017-11-28 16:18:39 -05:00
Corentin Wallez
2d62a371ee
Format: src/backend/d3d12
2017-11-28 16:18:39 -05:00
Corentin Wallez
c1400f0d14
Format: src/backend
2017-11-28 16:18:39 -05:00
Corentin Wallez
9d01c6c26d
Format: src/{common, utils, wire}
2017-11-28 16:18:39 -05:00
Corentin Wallez
d5d77af5b6
Member rename: src/tests
2017-11-23 17:04:10 -05:00
Corentin Wallez
ad6470466c
Member rename: src/{common/utils/wire}
2017-11-23 17:04:10 -05:00
Corentin Wallez
8d75e5b4ae
Member rename: src/backend/vulkan
2017-11-23 17:04:10 -05:00
Corentin Wallez
7ee1610f38
Member rename: src/backend/opengl
2017-11-23 17:04:10 -05:00
Corentin Wallez
b0c75a5b68
Member rename: src/backend/metal
2017-11-23 17:04:10 -05:00
Corentin Wallez
e00385af73
Member rename: src/backend/d3d12
2017-11-23 17:04:10 -05:00
Corentin Wallez
903c563b43
Member rename: src/backend/null
2017-11-23 17:04:10 -05:00
Corentin Wallez
fbecc28ac4
Member rename: src/backend
2017-11-23 17:04:10 -05:00
Corentin Wallez
b325f4d0af
Fix compilation of Vulkan backend on Windows
2017-11-23 17:04:10 -05:00
Corentin Wallez
98013d7866
Enable first tests on Vulkan!
2017-11-23 09:26:26 -05:00
Corentin Wallez
bdde209ed9
VulkanBinding: make a dummy Vulkan swapchain impl
2017-11-23 09:26:26 -05:00
Corentin Wallez
eee5171c39
Vulkan: Add uploader for BufferSetSubData
2017-11-23 09:26:26 -05:00
Corentin Wallez
a8ec80ba57
Vulkan: Add some simple command pool / buffer management
2017-11-23 09:26:26 -05:00
Corentin Wallez
9018236b38
Vulkan: Keep track of finished operations with fences
2017-11-23 09:26:26 -05:00
Corentin Wallez
315e9268bb
Vulkan: Start buffers, hack SetSubData and MapRead
2017-11-22 18:25:20 -05:00
Corentin Wallez
b8387a62a6
RefCounted: make copy constructor arg const
2017-11-22 18:25:20 -05:00
Corentin Wallez
0216233a83
Vulkan: Create device and load all entry points
2017-11-22 18:25:20 -05:00
Corentin Wallez
f40d8c545c
Fix warnings in IndexFormatTests
2017-11-21 17:34:16 -05:00
Corentin Wallez
33f7bfe322
OpenGL: Apply vertex/index buffers just before draw.
...
Previously we would modify the GL state as soon as we saw
SetIndex/VertexBuffers. This GL state is owned by the VAOs in the
InputState and was disappearing on a Pipeline change. Fix this by
applying the index / vertex buffers lazily.
2017-11-21 17:34:16 -05:00
Corentin Wallez
6d9a3b82c6
Vulkan: Create VkInstance and register debug report
2017-11-21 16:09:15 -05:00
Corentin Wallez
f2adf6d5bd
Vulkan: Load Vulkan library and gather global info
2017-11-21 16:09:15 -05:00
Corentin Wallez
86e1ca2230
Add a DynamicLib loading class
2017-11-21 16:09:15 -05:00
Corentin Wallez
2eb113d690
Noop d3d12_platform.h cleanup
2017-11-21 16:09:15 -05:00
Corentin Wallez
6225a72fb7
Add index format tests.
2017-11-20 09:59:03 -05:00
Corentin Wallez
a43b1566e6
Make MetalBackend require BGRA8 swapchain
2017-11-20 09:59:03 -05:00
Corentin Wallez
e862a33dac
Add TextureFormat::B8G8R8A8Unorm
2017-11-20 09:59:03 -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
ff57ccbcf1
OpenGL: Fix rendered textures being flipped.
...
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
- Updates SPIRV-Cross to the latest version
- Uses the new vertex.flip_vert_y option in ShaderModuleGL
- Enables tests that are now passing in GL.
2017-11-16 11:42:38 -05:00
Kai Ninomiya
921fb5e1ce
remove initialUsage from SwapChain::Configure
2017-09-15 14:02:02 -07:00
Kai Ninomiya
169809c458
use TransitionUsageImpl
2017-09-15 14:02:02 -07:00
Kai Ninomiya
720a5d9366
d3d12: add implicit transition for subpass attachments
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
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
fb19c3606b
Add RGBA8Uint texture format
2017-08-14 17:38:56 -04:00
Kai Ninomiya
ba7a3224ea
fix accidentally lost from #105 ( #109 )
2017-08-11 18:06:25 -07:00
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
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
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
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
Kai Ninomiya
4526368263
Remove outdated backbuffer hack + reduce GL version to 4.4 ( #100 )
2017-07-31 11:25:06 -07:00
Corentin Wallez
4122b2e3f9
Metal: Implement push constants
2017-07-28 17:11:07 -04:00
Corentin Wallez
30beb65a7b
Metal: Make the MSL indices match the ones of PipelineLayout
...
Previously didn't tell SPIRV-Cross at which MSL resource indices the
different SPIRV binding should be, and were lucky that it's giving
indices in increasing order matched the PipelineLayout in all our
samples.
Fix this by making SPIRV->MSL compilation depend on the PipelineLayout
so we can tell SPIRV-Cross which binding goes where.
We should do the same for vertex attributes eventually as they are
hardcoded to start at kMaxBindingsPerGroup currently.
Also a couple unrelated cleanups (unused function, usage of
IterateBitSet).
2017-07-28 17:11:07 -04:00
Kai Ninomiya
c16a67ae52
Swap chains, part 2 ( #94 )
2017-07-27 18:30:57 -07:00
Corentin Wallez
3818e18c5c
Forward unhandled builder errors to the device
2017-07-27 21:08:12 -04:00
Austin Eng
ba6a36c974
D3D12: Enable better live object reporting and cleanup resources on device destruction
2017-07-27 15:15:28 -04:00
Austin Eng
439d963ccd
Point,Line,Triangle -> PointList,LineList,TriangleList
2017-07-27 10:19:30 -04:00
Austin Eng
c2def461a1
Add input primitive topology to D3D12 and Metal pipeline states
2017-07-27 10:19:30 -04:00
Austin Eng
2a0792b5f0
Add RenderPipeline validation tests
2017-07-27 10:19:30 -04:00
Austin Eng
d568bdad99
Add primitive topology tests
2017-07-27 10:19:30 -04:00
Austin Eng
d81fd82bde
Implement primitive topology in OpenGL, Metal, and D3D12 backends
2017-07-27 10:19:30 -04:00
Austin Eng
3e9e315636
Add primitive topology to NXT API
2017-07-27 10:19:30 -04:00
Austin Eng
c275f7cf9f
end2end: Add depth stencil state tests
2017-07-25 10:16:08 -04:00
Austin Eng
ccf1fa2330
Remove DepthTestEnabled() and fix depth writes for depth function Always
2017-07-25 10:16:08 -04:00
Austin Eng
cc8d2d529d
D3D12: Enabled copy tests with non-aligned buffer offsets
2017-07-25 09:40:54 -04:00
Austin Eng
04499576d9
D3D12: Add copy splitter unit tests
2017-07-25 09:40:54 -04:00
Austin Eng
0506138567
D3D12: Add copy splitting for texture copies not 512-byte aligned
2017-07-25 09:40:54 -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
159bade5f5
x_DISABLED -> DISABLED_x
2017-07-20 16:33:02 -04:00
Kai Ninomiya
d9af452ceb
refactorign -> refactoring
2017-07-20 16:33:02 -04:00
Corentin Wallez
a18200e6af
unittests: Add tests for push constants
2017-07-20 16:33:02 -04:00
Corentin Wallez
86b2894103
ShaderModule: Validate the push_constant block size
2017-07-20 16:33:02 -04:00
Corentin Wallez
c8377da79b
Validate SetPushConstants is done inside subpass and compute passes
2017-07-20 16:33:02 -04:00
Corentin Wallez
2dfea9961a
ValidationTest: Add helper to create a dummy renderpass
2017-07-20 16:33:02 -04:00
Austin Eng
b343e8d920
Add texture copy tests
2017-07-20 13:07:36 -04:00
Austin Eng
e5bd3e0ece
Add Texture expectation macro and mip level parameter
2017-07-20 13:07:36 -04:00
Austin Eng
1b8c64d3e2
Print small buffers on test expectation failure
2017-07-20 13:07:36 -04:00
Austin Eng
4234c39a09
Add output string streams to NXT test expectation helpers
2017-07-20 13:07:36 -04:00
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
Kai Ninomiya
35bf424035
Swap chains, part 1 ( #87 )
...
Adds the swap chain interfaces to the API without changing the behavior
of anything else. This includes the C APIs for applications to provide
swap chain implementations. Also adds stub implementations on every
backend.
2017-07-19 15:41:17 -07:00
Corentin Wallez
1e66ab93fe
end2end: Add BufferSetSubData tests
...
The test doing many small SetSubData freezes the Metal driver on a
MTLBuffer allocation. This is because we don't use a ringbuffer for
SetSubData and instead create one small upload buffer per call.
The same test is skipped on D3D12 as it is bound to have the same issue.
Also adds comments that were forgotten before every MapReadAsync test.
2017-07-18 17:24:54 -04:00
Corentin Wallez
e1f16a25bf
NXTTest: add other Is<Backend> methods
2017-07-18 17:24:54 -04:00
Austin Eng
3835edde10
Add validation for buffer offset
2017-07-18 16:03:51 -04:00
Corentin Wallez
8668fbacdd
end2end: Add BufferMapReadAsync tests
2017-07-18 11:06:54 -04:00
Corentin Wallez
ea1241af80
D3D12: Handle MapReadAsync offset
2017-07-18 11:06:54 -04:00
Corentin Wallez
d8e1a25cbc
Metal: Wait for GPU on device destruction
2017-07-18 11:06:54 -04:00
Corentin Wallez
134e08005a
Move USleep to utils/
2017-07-18 11:06:54 -04:00
Austin Eng
2fbda87caf
D3D12: Enable PureInstance test
2017-07-17 17:16:45 -04:00
Austin Eng
33560ef015
Implement backend texture->buffer and buffer->texture copies with row pitch
2017-07-17 17:16:45 -04:00
Austin Eng
51ff013ee2
Add automatic readback alignment and packing for texture expectations
...
Texture expectations copy into a buffer with a 256-byte aligned row
pitch. Then, the rows are packed into an array to check expectations
against.
2017-07-17 17:16:45 -04:00
Austin Eng
36d82645c3
Add row pitch validation tests
2017-07-17 17:16:45 -04:00
Austin Eng
5ed02ee648
update existing unit tests with proper row pitch
2017-07-17 17:16:45 -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
3f47729df6
Add row pitch validation and default computation
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
Austin Eng
359acd6e95
Add row pitch to Texture->Buffer and Buffer->Texture copy commands
2017-07-17 17:16:45 -04:00
Austin Eng
c100ca7b3f
Update BufferD3D12 to use Align helper
2017-07-17 17:16:45 -04:00
Austin Eng
deba8a4ea6
Add value type Align tests
2017-07-17 17:16:45 -04:00
Austin Eng
98b781527f
Add kTextureRowPitchAlignment and Align helper
2017-07-17 17:16:45 -04:00
Austin Eng
8867e5d8df
Rename Align to AlignPtr
2017-07-17 17:16:45 -04:00
Corentin Wallez
0bcf0e8e74
Factor computation of inherited bindgroups in PipelineLayoutBase
2017-07-17 15:25:16 -04:00
Corentin Wallez
136cae5ee2
Split Pipeline in Render and Compute, D3D12 part
2017-07-17 15:25:16 -04:00
Corentin Wallez
b085eecb31
Split Pipeline in Render and Compute, OpenGL part
2017-07-17 15:25:16 -04:00
Corentin Wallez
494a157f66
Split Pipeline in Render and Compute, Metal part
2017-07-17 15:25:16 -04:00
Corentin Wallez
e20c5ee9ff
Split Pipeline in Render and Compute, test part
2017-07-17 15:25:16 -04:00
Corentin Wallez
29ced285d4
Split Pipeline in Render and Compute, common part
2017-07-17 15:25:16 -04:00
Kai Ninomiya
00349e6e36
Default-initialize descriptor heaps to null ( #82 )
2017-07-17 15:14:01 -04:00
Corentin Wallez
55ebc25c0f
NXTTest: Make GTest print the name of the backend
2017-07-17 13:48:17 -04:00
Corentin Wallez
23620b0dc7
OpenGL: Implement T->B copies
...
Also enable the basic end2end tests that are now passing.
InputStateTests isn't passing yet, for some reason the ReadPixels
returns pure black.
2017-07-17 13:48:17 -04:00
Corentin Wallez
0f9f747c8a
OpenGL: implement a synchronous MapReadAsync
...
Mapping OpenGL buffers persistently and unsynchronized isn't supported
on OSX's OpenGL version where we want to run tests.
2017-07-17 13:48:17 -04:00
Corentin Wallez
dab0638177
Fix using NXT_PLATFORM without including Platform.h
2017-07-17 13:48:17 -04:00
Corentin Wallez
9d4b9ab313
OpenGL: move buffer to its own file
2017-07-17 13:48:17 -04:00
Kai Ninomiya
fec8c58a97
Add depth-stencil textures and attachments ( #77 )
...
Related: #29
2017-07-17 12:03:16 -04:00
Corentin Wallez
bcee1e5981
NXTTest: expose SwapBuffers to test to make it easy to RenderDoc
...
RenderDoc uses presents as the points to start and end a capture, so to
debug test we have to do the following:
TEST_F(...)
while(true) {
// All the test code
SwapBuffers();
}
}
2017-07-13 15:41:43 -04:00
Corentin Wallez
11ce310de3
D3D12: make texture transition barrier on all subresources
...
This doesn't fix anything in particular and is just a drive-by
change.
2017-07-13 15:41:43 -04:00
Corentin Wallez
de4a3c4c3b
Fix framebuffer dimensions in InputStateTest
...
Also add validation that the framebuffer size matches its attachement
size and make a test for it.
2017-07-13 15:41:43 -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
a7bfc9d2ac
Metal: Fix Device::pendingCommands being freed under us
2017-07-13 14:55:23 -04:00
Austin Eng
77a29986b0
D3D12 Render Targets ( #72 )
...
Implements BeginRenderSubpass on the D3D12 backend. Descriptors for render target and depth stencil views are recorded in a descriptor heap for each framebuffer. For now, we still have the hack where no attachment renders to the backbuffer, so the CommandBuffer records those when necessary when it is submitted.
This PR also enables input states for D3D12 which are mostly working. One failure seems to be happening because our texture copies are not yet correct.
2017-07-12 17:36:36 -07:00
Kai Ninomiya
e66fcd8b0e
OpenGL backend: implement render passes ( #73 )
...
Probably not the most efficient implementation, but works.
Issues:
* Doesn't seem to render until the second frame. No clue why, yet.
* Hardcoded 640x480 in more places.
* Creates new FBOs for every subpass every frame. Should be done at Framebuffer build or CommandBuffer build time.
2017-07-11 17:49:20 -07:00
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
8fca4a21b7
Use UNREACHABLE in more places
2017-07-11 13:59:15 -04:00
Corentin Wallez
96acaef95e
Fix MSVC warnings on enum class switches
2017-07-11 13:59:15 -04:00
Corentin Wallez
6fb3aebf0c
Better namespace CMake folders for Visual Studio
...
This helps Visual Studio users have less clutter in their solution
explorer. This also updates spirv-tools to a newer version that folders
itself. This also updates spirv-headers so that spirv-tools compiles.
2017-07-11 13:59:15 -04:00
Corentin Wallez
fd589f3919
Add an internal ASSERT macro
...
This macro has some advantages over the standard library one:
- It prints the place where the macro was triggered
- It "references" the condition even in Release to avoid warnings
- In release, if possible, it gives compiler hints
It is basically is stripped down version of the ASSERT macros I wrote
for the Daemon engine in src/common/Assert.h
This commit also removes the stray "backend" namespaces for common/
code.
2017-07-10 19:35:21 -04:00
Corentin Wallez
bd0594bab8
Enable warnings on non-MSVC
2017-07-10 19:35:21 -04:00
Corentin Wallez
228ba88fe6
Remove unused Device::CopyBindGroup
2017-07-10 19:35:21 -04:00
Corentin Wallez
98c90d4faa
Fix clang/GCC warnings
2017-07-10 19:35:21 -04:00
Corentin Wallez
a52c23c553
Make one missed #include start from src/
2017-07-10 19:35:21 -04:00
Corentin Wallez
98614a02d3
Fix EnsureTextureUsage not using usage
2017-07-10 19:35:21 -04:00
Kai Ninomiya
296951df60
Introduce Begin/EndComputePass ( #70 )
2017-07-10 14:07:24 -07:00
Austin Eng
afdcf7d828
D3D12: Wait for GPU on device destruction
2017-07-10 16:45:28 -04:00
Austin Eng
f9c39d021e
Add device reference counting
2017-07-10 16:45:28 -04:00
Kai Ninomiya
563e9e253e
Remove prints added in #67 and fix test broken in #64 ( #69 )
2017-07-10 10:23:27 -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
794d4faece
null backend: fix resource usage after cmdbuf transition ( #63 )
...
and test it.
2017-07-07 11:47:40 -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
fffe6dfa16
Split backend/common in backend/ and common/
...
This directory used to contain both the state tracking code for the
backends, and the common utilities that could be used both by the
backends and the rest of the code. Things are now:
- src/common is utility code for the whole repo
- src/backend contains libNXT's code
- src/utils is utility code that we don't want in libNXT
This commit also changes all includes to use global paths from src/
bacause it had to touch a bunch of #include statements anyway.
2017-07-06 17:54:52 -04:00
Austin Eng
a9b2a9871c
Add Buffer->Texture->Buffer copy test
...
This does a Buffer->Buffer copy using a Texture as an intermediate
resource and checks if the resulting buffer data is the same
2017-07-06 16:57:54 -04:00
Austin Eng
49fe566d05
Add Buffer range expectation
2017-07-06 16:57:54 -04:00
Austin Eng
4502441604
Enable basic tests for D3D12
2017-07-06 16:57:54 -04:00
Austin Eng
47261d4ecb
Implement MapReadAsync on D3D12 backend
...
Buffers with MapRead allowed are created on the READBACK heap and always
add the D3D12_RESOURCE_STATE_COPY_DEST state (required by D3D12).
Likewise MapWrite adds the D3D12_RESOURCE_STATE_GENERIC_READ state and
places resources on the UPLOAD heap. Because these states are
required, transitions for mapped buffers do nothing.
2017-07-06 16:57:54 -04:00
Austin Eng
8fa550c015
Add D3D12 buffer/buffer buffer/texture and texture/buffer copies
...
Right now, this only works if textures are 256-byte aligned
2017-07-06 16:57:54 -04:00
Austin Eng
6774bce06e
Remove unused Device member in D3D12 TextureView and BufferView
2017-07-06 16:57:54 -04:00
Austin Eng
beb76d06db
Rename d3d12 Device tick functions to Tick
2017-07-06 16:57:54 -04:00
Austin Eng
6103c62489
Rename backend::d3d12::ResourceUploader::UploadToBuffer to BufferSubData
2017-07-06 16:57:54 -04:00
Corentin Wallez
5e03aec75a
Remove some unused variables
2017-07-06 16:30:20 -04:00
Corentin Wallez
2dd73fbc1d
Remove unnecessary Device forwarding.
2017-07-06 16:30:20 -04:00
Corentin Wallez
59d55dc3ac
unittests: Add validation tests for InputState.
2017-07-06 11:34:31 -04:00
Corentin Wallez
0230a8dea0
end2end: Add InputStateTests
...
They test aspects of the input state but don't try all combinations of
formats like dEQP would do.
2017-07-06 11:34:31 -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
Corentin Wallez
4cd65f03b7
Add a readpixel test
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
492cbe4a43
ValidationTests: add B->T copy tests
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
eaae746433
Introduce end2end tests.
...
This commit adds a test harness that handles instantiating tests on
multiple backends, and have deferred expectations on the content of
resources.
2017-06-22 09:56:30 -07:00
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
Corentin Wallez
fbf53ac773
Remove SpirvTest
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
Austin Eng
6aef6833b7
assert vector is nonempty in SerialQueue::Enqueue
2017-06-19 17:32:26 -04:00
Austin Eng
e480a0724c
add test for SerialQueue::FirstSerial
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
5c92537418
Add validation tests for B2B commands
2017-06-13 13:15:30 -07:00
Corentin Wallez
d84d107076
Add buffer to buffer copies
2017-06-13 13:15:30 -07:00
Corentin Wallez
367cb3515c
Fix MapRead error callback being called with a valid pointer
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This happened when a request resulted in an error while the buffer was
already mapped. Adds a test that catches the error.
2017-06-13 08:30:01 -07:00
Corentin Wallez
68358b5c23
Add Buffer::MapReadAsync validation tests.
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This also expands the Buffer validation tests to cover more creation
code paths and SetSubData. It also introduces a mechanism for
ValidationTests to check for device errors.
2017-06-13 08:30:01 -07:00
Corentin Wallez
43bfaae340
Null: implement fake async BufferMapRead
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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
eca89c2989
WireTests for buffer read mapping
2017-06-13 08:30:01 -07:00
Corentin Wallez
9388b23212
Implement Buffer::MapReadAsync in the wire
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
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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
Kai Ninomiya
613eee30c3
Add validation for some null arguments and dangling render passes
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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