10 Commits

Author SHA1 Message Date
Stephen White
e5ae3274a3 Make SetSubData take size in uint8_t not uint32_t.
Also change data pointer to uint8_t*.
Add a test for a non-aligned SetSubData().
Implemented on all backends.
2018-04-10 14:34:24 -04:00
Corentin Wallez
cc0a54dbdb Implement MapWrite except in the wire.
Also this MapWrite doesn't zero out memory yet.
2018-04-06 16:03:57 -04:00
Corentin Wallez
2d62a371ee Format: src/backend/d3d12 2017-11-28 16:18:39 -05:00
Corentin Wallez
e00385af73 Member rename: src/backend/d3d12 2017-11-23 17:04:10 -05:00
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
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
6774bce06e Remove unused Device member in D3D12 TextureView and BufferView 2017-07-06 16:57:54 -04:00
Austin Eng
aecf0b130e Add D3D12 buffer, texture, and sampler binding 2017-07-04 14:30:34 -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
d251356783 D3D12 vertex and index buffers with resource transitions 2017-06-14 13:53:52 -04:00