Kai Ninomiya
921fb5e1ce
remove initialUsage from SwapChain::Configure
2017-09-15 14:02:02 -07:00
Kai Ninomiya
8e587e8b42
MSVC: /EHsc to silence a warning and maybe even improve performance
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 )
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* 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