dawn-cmake/src/backend/d3d12
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
..
BindGroupD3D12.cpp D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
BindGroupD3D12.h D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
BindGroupLayoutD3D12.cpp D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
BindGroupLayoutD3D12.h D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
BufferD3D12.cpp Implement MapReadAsync on D3D12 backend 2017-07-06 16:57:54 -04:00
BufferD3D12.h Implement MapReadAsync on D3D12 backend 2017-07-06 16:57:54 -04:00
CommandAllocatorManager.cpp Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
CommandAllocatorManager.h Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
CommandBufferD3D12.cpp Add D3D12 buffer/buffer buffer/texture and texture/buffer copies 2017-07-06 16:57:54 -04:00
CommandBufferD3D12.h CHelloTriangle working 2017-06-07 16:23:10 -04:00
D3D12Backend.cpp Implement MapReadAsync on D3D12 backend 2017-07-06 16:57:54 -04:00
D3D12Backend.h Implement MapReadAsync on D3D12 backend 2017-07-06 16:57:54 -04:00
DescriptorHeapAllocator.cpp Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
DescriptorHeapAllocator.h Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
GeneratedCodeIncludes.h D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
InputStateD3D12.cpp Add nxt::VertexFormat::FloatR32 2017-07-06 11:34:31 -04:00
InputStateD3D12.h D3D12 vertex and index buffers with resource transitions 2017-06-14 13:53:52 -04:00
PipelineD3D12.cpp Add D3D12 buffer, texture, and sampler binding 2017-07-04 14:30:34 -04:00
PipelineD3D12.h CHelloTriangle working 2017-06-07 16:23:10 -04:00
PipelineLayoutD3D12.cpp D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
PipelineLayoutD3D12.h D3D12: Refactor bind group descriptor tracking and descriptor heap allocation 2017-07-04 14:30:34 -04:00
QueueD3D12.cpp Move command list creation to the Device and indirectly reserve command allocators 2017-06-19 15:08:53 -04:00
QueueD3D12.h Use CommandAllocatorManager to create and track lifetimes of ID3D12CommandAllocators 2017-06-19 15:08:53 -04:00
ResourceAllocator.cpp Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
ResourceAllocator.h Rename d3d12 Device tick functions to Tick 2017-07-06 16:57:54 -04:00
ResourceUploader.cpp Rename backend::d3d12::ResourceUploader::UploadToBuffer to BufferSubData 2017-07-06 16:57:54 -04:00
ResourceUploader.h Rename backend::d3d12::ResourceUploader::UploadToBuffer to BufferSubData 2017-07-06 16:57:54 -04:00
SamplerD3D12.cpp Add D3D12 buffer, texture, and sampler binding 2017-07-04 14:30:34 -04:00
SamplerD3D12.h Add D3D12 buffer, texture, and sampler binding 2017-07-04 14:30:34 -04:00
ShaderModuleD3D12.cpp Update SPRIV-Cross for HLSL SM5.1 register name support 2017-07-04 14:30:34 -04:00
ShaderModuleD3D12.h CHelloTriangle working 2017-06-07 16:23:10 -04:00
TextureD3D12.cpp Add D3D12 buffer/buffer buffer/texture and texture/buffer copies 2017-07-06 16:57:54 -04:00
TextureD3D12.h Add D3D12 buffer/buffer buffer/texture and texture/buffer copies 2017-07-06 16:57:54 -04:00
d3d12_platform.h add D3D12Binding with swap chain 2017-06-07 16:23:10 -04:00