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<title>slang.git/tools/gfx/d3d11/render-d3d11.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2022-06-30T18:09:45+00:00</updated>
<entry>
<title>Split render-d3d11.cpp into smaller files (#2307)</title>
<updated>2022-06-30T18:09:45+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-06-30T18:09:45+00:00</published>
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<id>urn:sha1:5eee6b03c391d0bb6ed0ded2d8d91c2e525fdb97</id>
<content type='text'>
* render-d3d11 split, does not compile

* Compiles but unit tests failing

* ran premake.bat

* Readded constructor code that was accidentally removed</content>
</entry>
<entry>
<title>Changed all uses of attachment (in the context of render/depth stencil targets) to target (#2214)</title>
<updated>2022-05-04T18:44:24+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-05-04T18:44:24+00:00</published>
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<id>urn:sha1:ca86ce28829987fce2df4a81da976e6b18e17ad1</id>
<content type='text'>
Co-authored-by: Theresa Foley &lt;10618364+tangent-vector@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>GFX renaming work part 2: slang-gfx.h renames (#2194)</title>
<updated>2022-04-21T19:59:09+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-04-21T19:59:09+00:00</published>
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<id>urn:sha1:f493d24c70a6227754296439e97adf35ec412496</id>
<content type='text'>
* Fixed all build errors and type conversion warnings from renames in slang-gfx.h

* Made necessary build fixes to the CUDA implementation

* Renamed ITextureResource::Size to ITextureResource::Extents

* More rename changes based on CI errors

* More renames to fix CI build errors

* Rerun tests</content>
</entry>
<entry>
<title>gfx: restructure render-d3d12.cpp (#2154)</title>
<updated>2022-03-09T19:32:23+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-09T19:32:23+00:00</published>
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<id>urn:sha1:727c7d2b824913b3ae263243421ea79ca4940eb8</id>
<content type='text'>
* Vulkan: deferred shader compilation and pipeline creation.

* Fix 32bit build.

* gfx: restructure the code in render-d3d12.cpp

* Move `Submitter`.

* Fix.

* merge with master.

* Revert dictionary change in previous PR.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Add isOccluded() and setFullScreenMode() to ISwapchain (#2145)</title>
<updated>2022-02-25T10:58:42+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-02-25T10:58:42+00:00</published>
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<id>urn:sha1:8990d270e3a0c01b1f7abbf4f79556c5ef82a096</id>
<content type='text'>
* Added isOccluded() and setFullScreenMode() to ISwapchain and provided implementations for D3D12 (all others currently return false)

* Removed isWindowOccluded variable and directly return the result of m_swapchain3-&gt;Present

* Restart CI</content>
</entry>
<entry>
<title>Various fixes to gfx. (#2120)</title>
<updated>2022-02-09T23:30:38+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-02-09T23:30:38+00:00</published>
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<id>urn:sha1:b8982fcf43b86c1e39dcc3dd19bff2821633eda6</id>
<content type='text'>
* Various fixes to gfx.

* Fix.

* Fixes.

* Fix.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various fixes to GFX, nested parameter block test for d3d12. (#2081)</title>
<updated>2022-01-14T21:08:46+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-01-14T21:08:46+00:00</published>
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<id>urn:sha1:b2f4cb118ef15cbf522be0335e4084ac6db57672</id>
<content type='text'>
* Various fixes.

* Add nested parameter block test.

* Remove slang-llvm licence info

* Ingore slang-llvm/ directory.

* Fixup.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Various fixes to gfx. (#2074)</title>
<updated>2022-01-10T21:30:41+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-01-10T21:30:41+00:00</published>
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<id>urn:sha1:ad9abad220df96d2155f6825f158b7f6327b7ea8</id>
<content type='text'>
* Various gfx fixes.

* Fixup.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Draw call tests for Vulkan (#2073)</title>
<updated>2022-01-10T19:00:50+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-01-10T19:00:50+00:00</published>
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<id>urn:sha1:aee4aa3528072e4b5e95ccc4e571868716b47d50</id>
<content type='text'>
* Added instancing support to Vulkan, drawInstanced() test image is upside-down

* Fixed inverted drawInstanced() test output by changing Vulkan viewport convention

* Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan

* Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken)

* Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running

* Removed testing function for dumping images and some other commented out code

* Removed some commented out code

* Fix initializer list causing builds to fail (attempt 1)

* Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2)

* Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change

* Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are

* Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests</content>
</entry>
<entry>
<title>Buffer allocation backend. (#2045)</title>
<updated>2022-01-04T19:05:04+00:00</updated>
<author>
<name>ZanderMajercik</name>
<email>amajercik@nvidia.com</email>
</author>
<published>2022-01-04T19:05:04+00:00</published>
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<id>urn:sha1:9d6c7763334908c78027199a0cb1ca3b9841ebab</id>
<content type='text'>
* removed initialization of upload resource for CPU visible buffers (D3D12, Vulkan)

* reverted slang-gfx.h change

* declared DescBase::hasCpuAccessFlag() const to make backend changes compile under gcc

* commit before checking master branch

* commit before merge

* commit before checking master

* commit before merging upstream

* revert vulkan changes

* commit before testing on master

* commit before merge with master

* reverted bad merge changes

* reverted more bad merge changes in render-d3d12.cpp

* reverted buffer transition in _uploadBufferData

* implemented bufferBarrier() in render-d3d12.cpp

* reverted uneccesary transition in createBuffer

* create staging buffer even when AccessFlag::None passed to D3D11 createBufferResource

* renamed AccessFlags to MemoryType

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
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