-
fb9d82c890
Undo accidental revert of spirv-cross from #109
Kai Ninomiya
2017-08-11 18:43:27 -0700
-
ba7a3224ea
fix accidentally lost from #105 (#109)
Kai Ninomiya
2017-08-11 18:06:25 -0700
-
b985431c82
Load operations (#105)
Kai Ninomiya
2017-08-11 14:36:20 -0700
-
3d1154786f
glTFViewer: replace default texture with an untextured shader (#106)
Kai Ninomiya
2017-08-09 11:44:48 -0700
-
741e33c394
Use our fork of SPIRV-Cross with HLSL compute patches
Corentin Wallez
2017-08-08 15:36:11 -0400
-
e69a2893b3
Add BlendState validation tests
Austin Eng
2017-08-04 11:38:47 -0400
-
12a00ba3d1
Reset blend color to (0,0,0,0) at the start of render subpass
Austin Eng
2017-08-04 11:11:26 -0400
-
cce6b01b6d
Remove dual source blending
Austin Eng
2017-08-03 16:24:49 -0400
-
6366a019db
Validate render subpass for SetBlendColor and SetStencilReference
Austin Eng
2017-08-03 16:14:30 -0400
-
3a8f48504d
opengl: Fix multiple render target setup with glDrawBuffers
Austin Eng
2017-08-03 12:09:38 -0400
-
8dc3bd1808
opengl: Implement blend state
Austin Eng
2017-08-01 18:22:57 -0400
-
18163f1223
end2end: Add blend state tests
Austin Eng
2017-08-01 14:20:43 -0400
-
1f6141e38a
Roll shaderc to support 4 draw buffers
Austin Eng
2017-08-02 16:21:00 -0400
-
fb4265387c
Add SetBlendColor command
Austin Eng
2017-08-01 14:22:52 -0400
-
476e5cbe30
Metal: Apply BlendState to RenderPipeline
Austin Eng
2017-08-03 12:17:14 -0400
-
4820dbd7ee
D3D12: Apply blend state to render pipeline
Austin Eng
2017-07-31 10:35:42 -0400
-
31fc0d234c
D3D12 & Metal: Blend state conversions
Austin Eng
2017-07-27 10:19:50 -0400
-
94bebe517d
Add BlendState to NXT API
Austin Eng
2017-07-26 16:59:53 -0400
-
fc9775f7df
.gitignore + disable in-source builds (#98)
Kai Ninomiya
2017-08-03 11:45:12 -0700
-
2c05f4d8fc
Remove comment per code review feedback
Ben Constable
2017-08-01 14:54:33 -0700
-
ea507ddf77
Code review feedback
Ben Constable
2017-07-29 22:40:53 -0700
-
d54a5239a6
Fix missing depth stencil format and reference value setting
Ben Constable
2017-07-28 21:21:55 -0700
-
a015ad3399
Initial changes for depth stencil, some tests not passing
Ben Constable
2017-07-28 14:43:06 -0700
-
4526368263
Remove outdated backbuffer hack + reduce GL version to 4.4 (#100)
Kai Ninomiya
2017-07-31 11:25:06 -0700
-
4122b2e3f9
Metal: Implement push constants
Corentin Wallez
2017-07-27 18:44:56 -0400
-
30beb65a7b
Metal: Make the MSL indices match the ones of PipelineLayout
Corentin Wallez
2017-07-26 12:35:35 -0400
-
c16a67ae52
Swap chains, part 2 (#94)
Kai Ninomiya
2017-07-27 18:30:57 -0700
-
3818e18c5c
Forward unhandled builder errors to the device
Corentin Wallez
2017-07-27 19:43:43 -0400
-
ba6a36c974
D3D12: Enable better live object reporting and cleanup resources on device destruction
Austin Eng
2017-07-26 14:50:51 -0400
-
439d963ccd
Point,Line,Triangle -> PointList,LineList,TriangleList
Austin Eng
2017-07-26 18:10:44 -0400
-
c2def461a1
Add input primitive topology to D3D12 and Metal pipeline states
Austin Eng
2017-07-26 14:41:26 -0400
-
2a0792b5f0
Add RenderPipeline validation tests
Austin Eng
2017-07-25 17:06:25 -0400
-
d568bdad99
Add primitive topology tests
Austin Eng
2017-07-25 15:27:36 -0400
-
d81fd82bde
Implement primitive topology in OpenGL, Metal, and D3D12 backends
Austin Eng
2017-07-24 14:40:06 -0400
-
3e9e315636
Add primitive topology to NXT API
Austin Eng
2017-07-24 13:54:19 -0400
-
c275f7cf9f
end2end: Add depth stencil state tests
Austin Eng
2017-07-21 18:36:48 -0400
-
0c50889bfa
Fix HelloDepthStencil example
Austin Eng
2017-07-21 18:36:13 -0400
-
ccf1fa2330
Remove DepthTestEnabled() and fix depth writes for depth function Always
Austin Eng
2017-07-21 18:35:56 -0400
-
cc8d2d529d
D3D12: Enabled copy tests with non-aligned buffer offsets
Austin Eng
2017-07-20 09:39:48 -0400
-
04499576d9
D3D12: Add copy splitter unit tests
Austin Eng
2017-07-20 15:40:12 -0400
-
0506138567
D3D12: Add copy splitting for texture copies not 512-byte aligned
Austin Eng
2017-07-19 13:26:19 -0400
-
78c8b837ea
clang/gcc: enable a bunch more warnings (#91)
Kai Ninomiya
2017-07-21 17:00:22 -0700
-
159bade5f5
x_DISABLED -> DISABLED_x
Kai Ninomiya
2017-07-20 08:29:31 -0700
-
d9af452ceb
refactorign -> refactoring
Kai Ninomiya
2017-07-20 08:24:50 -0700
-
a18200e6af
unittests: Add tests for push constants
Corentin Wallez
2017-07-20 11:03:36 -0400
-
86b2894103
ShaderModule: Validate the push_constant block size
Corentin Wallez
2017-07-20 11:03:02 -0400
-
c8377da79b
Validate SetPushConstants is done inside subpass and compute passes
Corentin Wallez
2017-07-20 11:01:37 -0400
-
be985c1aab
Add nxt::ShaderStageBit::None
Corentin Wallez
2017-07-20 11:00:39 -0400
-
240343f9db
Add NXT_GENERATED_FLAGS using set_property
Corentin Wallez
2017-07-20 11:00:14 -0400
-
2dfea9961a
ValidationTest: Add helper to create a dummy renderpass
Corentin Wallez
2017-07-20 10:59:24 -0400
-
b343e8d920
Add texture copy tests
Austin Eng
2017-07-17 09:38:30 -0400
-
e5bd3e0ece
Add Texture expectation macro and mip level parameter
Austin Eng
2017-07-17 16:16:50 -0400
-
1b8c64d3e2
Print small buffers on test expectation failure
Austin Eng
2017-07-17 09:37:46 -0400
-
4234c39a09
Add output string streams to NXT test expectation helpers
Austin Eng
2017-07-17 09:37:08 -0400
-
59dc03f101
Correctly configure NXT_ENABLE_ASSERTS on multiconfiguration generators (#88)
Kai Ninomiya
2017-07-20 07:28:00 -0700
-
35bf424035
Swap chains, part 1 (#87)
Kai Ninomiya
2017-07-19 15:41:17 -0700
-
1e66ab93fe
end2end: Add BufferSetSubData tests
Corentin Wallez
2017-07-18 10:32:13 -0400
-
e1f16a25bf
NXTTest: add other Is<Backend> methods
Corentin Wallez
2017-07-18 10:31:50 -0400
-
3835edde10
Add validation for buffer offset
Austin Eng
2017-07-18 13:18:58 -0400
-
8668fbacdd
end2end: Add BufferMapReadAsync tests
Corentin Wallez
2017-07-17 17:15:18 -0400
-
ea1241af80
D3D12: Handle MapReadAsync offset
Corentin Wallez
2017-07-17 18:27:21 -0400
-
d8e1a25cbc
Metal: Wait for GPU on device destruction
Corentin Wallez
2017-07-17 17:14:35 -0400
-
134e08005a
Move USleep to utils/
Corentin Wallez
2017-07-17 17:13:57 -0400
-
2fbda87caf
D3D12: Enable PureInstance test
Austin Eng
2017-07-17 16:26:00 -0400
-
33560ef015
Implement backend texture->buffer and buffer->texture copies with row pitch
Austin Eng
2017-07-13 15:28:58 -0400
-
51ff013ee2
Add automatic readback alignment and packing for texture expectations
Austin Eng
2017-07-13 15:10:30 -0400
-
36d82645c3
Add row pitch validation tests
Austin Eng
2017-07-13 16:47:33 -0400
-
5ed02ee648
update existing unit tests with proper row pitch
Austin Eng
2017-07-14 14:30:08 -0400
-
972a1e59a7
Update tests and examples to follow copy row pitch alignment constraints
Austin Eng
2017-07-13 13:50:16 -0400
-
3f47729df6
Add row pitch validation and default computation
Austin Eng
2017-07-13 10:23:26 -0400
-
c5f8e7ae77
Update usage of CopyBufferToTexture and CopyTextureToBuffer to include row pitch
Austin Eng
2017-07-13 11:19:14 -0400
-
359acd6e95
Add row pitch to Texture->Buffer and Buffer->Texture copy commands
Austin Eng
2017-07-13 10:04:23 -0400
-
c100ca7b3f
Update BufferD3D12 to use Align helper
Austin Eng
2017-07-14 11:18:31 -0400
-
deba8a4ea6
Add value type Align tests
Austin Eng
2017-07-14 15:04:01 -0400
-
98b781527f
Add kTextureRowPitchAlignment and Align helper
Austin Eng
2017-07-14 10:58:50 -0400
-
8867e5d8df
Rename Align to AlignPtr
Austin Eng
2017-07-14 18:53:07 -0400
-
0bcf0e8e74
Factor computation of inherited bindgroups in PipelineLayoutBase
Corentin Wallez
2017-07-15 01:37:06 -0400
-
136cae5ee2
Split Pipeline in Render and Compute, D3D12 part
Corentin Wallez
2017-07-15 01:28:31 -0400
-
66ff447216
Split Pipeline in Render and Compute, examples part
Corentin Wallez
2017-07-14 11:32:57 -0400
-
b085eecb31
Split Pipeline in Render and Compute, OpenGL part
Corentin Wallez
2017-07-14 14:04:52 -0400
-
494a157f66
Split Pipeline in Render and Compute, Metal part
Corentin Wallez
2017-07-14 11:26:17 -0400
-
e20c5ee9ff
Split Pipeline in Render and Compute, test part
Corentin Wallez
2017-07-14 11:09:13 -0400
-
29ced285d4
Split Pipeline in Render and Compute, common part
Corentin Wallez
2017-07-14 10:58:07 -0400
-
00349e6e36
Default-initialize descriptor heaps to null (#82)
Kai Ninomiya
2017-07-17 15:14:01 -0400
-
55ebc25c0f
NXTTest: Make GTest print the name of the backend
Corentin Wallez
2017-07-14 17:59:27 -0400
-
23620b0dc7
OpenGL: Implement T->B copies
Corentin Wallez
2017-07-14 17:58:24 -0400
-
0f9f747c8a
OpenGL: implement a synchronous MapReadAsync
Corentin Wallez
2017-07-14 17:38:17 -0400
-
dab0638177
Fix using NXT_PLATFORM without including Platform.h
Corentin Wallez
2017-07-14 14:05:14 -0400
-
9d4b9ab313
OpenGL: move buffer to its own file
Corentin Wallez
2017-07-14 17:27:32 -0400
-
fec8c58a97
Add depth-stencil textures and attachments (#77)
Kai Ninomiya
2017-07-17 12:03:16 -0400
-
28684d93ed
Fix CMake OS dependent default options.
Corentin Wallez
2017-07-14 09:53:59 -0400
-
bcee1e5981
NXTTest: expose SwapBuffers to test to make it easy to RenderDoc
Corentin Wallez
2017-07-12 13:17:35 -0400
-
11ce310de3
D3D12: make texture transition barrier on all subresources
Corentin Wallez
2017-07-12 13:16:47 -0400
-
de4a3c4c3b
Fix framebuffer dimensions in InputStateTest
Corentin Wallez
2017-07-12 13:15:52 -0400
-
0b186b1fda
Use feature detection macros everywhere
Corentin Wallez
2017-07-12 12:56:05 -0400
-
4db6327f78
Use WIN32_LEAN_AND_MEAN on Windows
Corentin Wallez
2017-07-12 12:55:15 -0400
-
275817a93a
Add proper defines for backend enablement
Corentin Wallez
2017-07-12 12:43:24 -0400
-
a7bfc9d2ac
Metal: Fix Device::pendingCommands being freed under us
Corentin Wallez
2017-07-11 18:59:43 -0400
-
77a29986b0
D3D12 Render Targets (#72)
Austin Eng
2017-07-12 20:36:36 -0400
-
e66fcd8b0e
OpenGL backend: implement render passes (#73)
Kai Ninomiya
2017-07-11 17:49:20 -0700