Commit Graph

  • 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  • 4526368263 Remove outdated backbuffer hack + reduce GL version to 4.4 (#100) Kai Ninomiya 2017-07-31 11:25:06 -0700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