..
AdapterD3D12.cpp
D3D12: Silence known debug layer warnings
2020-05-29 08:29:58 +00:00
AdapterD3D12.h
D3D12: Silence known debug layer warnings
2020-05-29 08:29:58 +00:00
BackendD3D12.cpp
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
BackendD3D12.h
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
BindGroupD3D12.cpp
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
BindGroupD3D12.h
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
BindGroupLayoutD3D12.cpp
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
BindGroupLayoutD3D12.h
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
BufferD3D12.cpp
Descriptor Residency 2: Add Management Logic and Test
2020-05-19 21:45:13 +00:00
BufferD3D12.h
Refactor MapRequestTracker to be its own class file.
2020-05-19 01:29:32 +00:00
CPUDescriptorHeapAllocationD3D12.cpp
D3D12: Remove increment during bindgroup population.
2020-04-21 22:07:59 +00:00
CPUDescriptorHeapAllocationD3D12.h
D3D12: Remove increment during bindgroup population.
2020-04-21 22:07:59 +00:00
CommandAllocatorManager.cpp
D3D12 replace ASSERT_SUCCESS with better error handling
2019-10-16 09:26:54 +00:00
CommandAllocatorManager.h
D3D12 replace ASSERT_SUCCESS with better error handling
2019-10-16 09:26:54 +00:00
CommandBufferD3D12.cpp
Enable CopyTests_T2T/CopyWithinSameTexture* tests on D3D12
2020-06-10 21:38:50 +00:00
CommandBufferD3D12.h
D3D12: Enable sub-allocation for RTV/DSV heaps.
2020-04-22 23:57:30 +00:00
CommandRecordingContext.cpp
Implement texture subresource on D3D12
2020-06-09 16:18:04 +00:00
CommandRecordingContext.h
Residency 5: Implement and Integrate Residency Management
2020-03-31 15:31:56 +00:00
ComputePipelineD3D12.cpp
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
ComputePipelineD3D12.h
D3D12: Remove ComPtr from D3D12 objects when possible.
2020-05-11 16:47:21 +00:00
D3D12Backend.cpp
Use Ref<TextureBase> instead of TextureBase* in more places
2020-04-23 19:47:12 +00:00
D3D12Error.cpp
D3D12 Add check for DXGI_ERROR_DEVICE_REMOVED real device removed
2020-04-01 20:09:16 +00:00
D3D12Error.h
D3D12: Use CheckHRESULT for allocator errors.
2019-10-28 12:59:36 +00:00
D3D12Info.cpp
Temporarily Disable Use of D3D12 Render Pass API
2020-01-07 17:49:15 +00:00
D3D12Info.h
Implement D3D12 Native Render Passes
2019-11-12 18:14:21 +00:00
DeviceD3D12.cpp
Unify TickImpl called during Device shutdown.
2020-06-10 14:45:20 +00:00
DeviceD3D12.h
D3D12: Silence known debug layer warnings
2020-05-29 08:29:58 +00:00
Forward.h
Residency 2: Create a d3d12::Heap During Direct Allocations
2020-03-09 15:53:19 +00:00
GPUDescriptorHeapAllocationD3D12.cpp
D3D12: Decouple descriptor heap allocations.
2020-04-30 23:19:16 +00:00
GPUDescriptorHeapAllocationD3D12.h
D3D12: Decouple descriptor heap allocations.
2020-04-30 23:19:16 +00:00
HeapAllocatorD3D12.cpp
Non-Local Residency 2: Implement Non-Local Management Logic
2020-04-23 21:50:32 +00:00
HeapAllocatorD3D12.h
Non-Local Residency 2: Implement Non-Local Management Logic
2020-04-23 21:50:32 +00:00
HeapD3D12.cpp
Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap
2020-05-19 10:15:12 +00:00
HeapD3D12.h
Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap
2020-05-19 10:15:12 +00:00
NativeSwapChainImplD3D12.cpp
Make dawn_native public headers and dawn_wsi use webgpu.h
2019-10-24 23:55:37 +00:00
NativeSwapChainImplD3D12.h
Make dawn_native public headers and dawn_wsi use webgpu.h
2019-10-24 23:55:37 +00:00
PageableD3D12.cpp
Descriptor Residency 1: Add Pageable and ShaderVisibleDescriptorHeap
2020-05-19 10:15:12 +00:00
PageableD3D12.h
Deprecate Buffer::SetSubData in favor of Queue::WriteBuffer
2020-06-02 09:24:39 +00:00
PipelineLayoutD3D12.cpp
D3D12: Fix pipeline layout overflow when using dynamic offsets.
2020-06-10 16:09:45 +00:00
PipelineLayoutD3D12.h
D3D12: Remove ComPtr from D3D12 objects when possible.
2020-05-11 16:47:21 +00:00
PlatformFunctions.cpp
D3D12: Add a toggle to use DXC for HLSL compilation
2020-05-13 16:57:55 +00:00
PlatformFunctions.h
D3D12: Add a toggle to use DXC for HLSL compilation
2020-05-13 16:57:55 +00:00
QueueD3D12.cpp
D3D12: Allocate GPU bind groups at draw/dispatch.
2020-02-27 01:14:22 +00:00
QueueD3D12.h
Make RefCounted derived objects have private destructors
2020-04-06 18:20:02 +00:00
RenderPassBuilderD3D12.cpp
D3D12: Enable sub-allocation for RTV/DSV heaps.
2020-04-22 23:57:30 +00:00
RenderPassBuilderD3D12.h
D3D12: Enable sub-allocation for RTV/DSV heaps.
2020-04-22 23:57:30 +00:00
RenderPipelineD3D12.cpp
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
RenderPipelineD3D12.h
D3D12: Remove ComPtr from D3D12 objects when possible.
2020-05-11 16:47:21 +00:00
ResidencyManagerD3D12.cpp
Try To Recover From MakeResident Failure
2020-06-03 17:04:45 +00:00
ResidencyManagerD3D12.h
Try To Recover From MakeResident Failure
2020-06-03 17:04:45 +00:00
ResourceAllocatorManagerD3D12.cpp
Descriptor Residency 2: Add Management Logic and Test
2020-05-19 21:45:13 +00:00
ResourceAllocatorManagerD3D12.h
Support for small resource placement.
2019-11-05 19:34:45 +00:00
ResourceHeapAllocationD3D12.cpp
Residency 2: Create a d3d12::Heap During Direct Allocations
2020-03-09 15:53:19 +00:00
ResourceHeapAllocationD3D12.h
Residency 2: Create a d3d12::Heap During Direct Allocations
2020-03-09 15:53:19 +00:00
SamplerD3D12.cpp
Reland "Support depth32float sampling on D3D12"
2020-05-14 17:24:36 +00:00
SamplerD3D12.h
Make RefCounted derived objects have private destructors
2020-04-06 18:20:02 +00:00
SamplerHeapCacheD3D12.cpp
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
SamplerHeapCacheD3D12.h
D3D12: De-duplicate sampler heap allocations.
2020-05-18 23:25:31 +00:00
ShaderModuleD3D12.cpp
D3D12: Fix RO storage buffer mismatches.
2020-06-02 19:16:20 +00:00
ShaderModuleD3D12.h
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
ShaderVisibleDescriptorAllocatorD3D12.cpp
Descriptor Residency 2: Add Management Logic and Test
2020-05-19 21:45:13 +00:00
ShaderVisibleDescriptorAllocatorD3D12.h
Descriptor Residency 2: Add Management Logic and Test
2020-05-19 21:45:13 +00:00
StagingBufferD3D12.cpp
Descriptor Residency 2: Add Management Logic and Test
2020-05-19 21:45:13 +00:00
StagingBufferD3D12.h
BUILD.gn: enable additional warnings.
2020-04-08 16:04:32 +00:00
StagingDescriptorAllocatorD3D12.cpp
D3D12: Enable sub-allocation for RTV/DSV heaps.
2020-04-22 23:57:30 +00:00
StagingDescriptorAllocatorD3D12.h
D3D12: Enable sub-allocation for RTV/DSV heaps.
2020-04-22 23:57:30 +00:00
SwapChainD3D12.cpp
Implement texture subresource on D3D12
2020-06-09 16:18:04 +00:00
SwapChainD3D12.h
Make RefCounted derived objects have private destructors
2020-04-06 18:20:02 +00:00
TextureCopySplitter.cpp
D3D12: Properly compute rowsPerImage for lazy texture clear
2020-06-08 09:53:11 +00:00
TextureCopySplitter.h
Deprecate BufferCopyView.rowPitch/imageHeight -> bytesPerRow/rowsPerImage
2020-04-24 10:02:43 +00:00
TextureD3D12.cpp
Implement texture subresource on D3D12
2020-06-09 16:18:04 +00:00
TextureD3D12.h
Implement texture subresource on D3D12
2020-06-09 16:18:04 +00:00
UtilsD3D12.cpp
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
UtilsD3D12.h
D3D12: Implement UseDxc toggle to use DXC for HLSL compilation
2020-05-18 23:56:11 +00:00
d3d12_platform.h
d3d12_platform: ensure windows.h macros don't cause compile errors
2020-06-01 13:58:22 +00:00