| Age | Commit message (Collapse) | Author |
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
* Support for parsing callable types.
* Fix issue params for callable, and default value for variable.
* Add support for static.
* Improve handling parsing of contained types.
* Small improvements around template consumption.
* Improve dumping with markup/static.
* Small improvements around reflection.
* Add more flexible handling of markers.
Allow reflection without markers.
* Handling external "C"
unsigned/signed
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* Working on finding a better way to do result comparisons in order to accommodate testing different formats and texture types, copying small to large texture currently half broken
* All tests except copying into a buffer with an offset working with new code for results comparison, support for most formats WIP
* Replaced SubresourceStuff with ValidationTextureData; Added implementation for ValidationTextureFormat::initializeTexel() and changed generateTextureData() to call this
* All implemented formats work on D3D12, a few broken for Vulkan
* Fixed numerous locations in render-vk.cpp to set aspect masks based on either the format or the provided TextureAspect; All tests except copy to buffer with offset working on new code structure
* All texture to texture copying tests work for all non-compressed formats; Test code cleaned up to minimize the amount of stuff needing to be passed between functions
* All tests working with all texture types except TextureCube and all non-compressed formats; Temporarily removing test for copying to a buffer at an offset, will likely return in a separate test file
* Small cleanup changes
* build fixes
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
* Support for parsing callable types.
* Fix issue params for callable, and default value for variable.
* Add support for static.
* Improve handling parsing of contained types.
* Small improvements around template consumption.
* Improve dumping with markup/static.
* Small improvements around reflection.
* Add more flexible handling of markers.
Allow reflection without markers.
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Use `ShortList` instead of `Array` for `m_waitHandles`.
Co-authored-by: Yong He <yhe@nvidia.com>
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queue submit. (#2158)
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
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* 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 <yhe@nvidia.com>
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* Vulkan: deferred shader compilation and pipeline creation.
* Fix 32bit build.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch
* Changed alignment from Uint to size_t
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* Pass through the downstream compiler error messages if they are not recognized.
* Added a help message that is printed on -h, -help, --help.
Added -version as an alias for -v.
* Fixed the bug in -lang option processing.
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* Use SlangResult value. Make legacy SLANG_ERROR_ macros use SlangResult values.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix some typos around command line docs.
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`ImageSubscript` for GLSL (#2146)
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* 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->Present
* Restart CI
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Switch on generateDebugInfo on glslang i s any debug level is set.
* Take copy of SpvOptions.
Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
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* gfx: d3d12 performance optimizations.
* Fix.
* Fix unit test bug.
* Add gfx interface for directly allocating GPU descriptor tables.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Optimize d3d12 mutable shader object implementation.
* Disable mismatched clear value warning message from d3d sdk.
* Fix.
* Fix.
* gfx: Avoid redundant d3d12 QueryInterface call.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Added implementation for dispatchRays() and ShaderTableImpl, currently missing extensions and createShaderTable()
* Code written, working on finding and fixing bugs
* SBT issues fixed; Added implementation for endEncoding() to ensure the bound pipeline is properly reset; Ray tracing pipeline example successfully runs without any validation errors
* Fixed some incorrectly merged lines
* Fixed spacing
* Fixed alignment for member variables in VulkanApi
* Restart CI
* Removed accidental comment kept from merge; Changed getName() call to getNameOverride()
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Various gfx fixes.
* Fix test case.
* Fix crash.
* Trigger build
* Trigger build 2
* Fix vulkan unit tests.
Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
* OSX testing.
* Fix pipe handling for OSX.
* Enable testing on OSX.
* Small fix because uname -p is not x64 on darwin.
* Use glslang from slang-binaries for OSX.
* Add slang-llvm on OSX.
* Upgrade slang-llvm.
* Update slang-llvm for OSX JIT fix.
* slang llvm 26
* Upgrade slang-llvm.
* Use slangUtil to get shared library filename.
* Use fixed slang-binaries.
* Another small fix.
* Rename linux build for clarity.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix linux build issue with renderer-shared.h
* Move to .cpp file.
* Move some templates to stop definition order issue on linux.
* Move to header because it's templated.
* Fix warning about GeometryInstanceFlags::Enum flags : 8; being too small by making the enum backed by 8 bits.
* Check if vkDestroySampler function is available.
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* gfx: Various Vulkan fixes.
* Fix test case.
* Fix vulkan crash.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
* OSX testing.
* Fix pipe handling for OSX.
* Enable testing on OSX.
* Small fix because uname -p is not x64 on darwin.
* Use glslang from slang-binaries for OSX.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
* OSX testing.
* Fix pipe handling for OSX.
* Enable testing on OSX.
* Small fix because uname -p is not x64 on darwin.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
* gfx: support root parameter via user-defined attribute.
* Fix.
* Fix.
* Skip d3d12 tests on win x86.
* Fixes.
* gfx: support shader record overwrite.
* Fix QueyPool implementation.
* Rename to `getBindingRangeLeafVariable`
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
* gfx: support root parameter via user-defined attribute.
* Fix.
* Fix.
* Skip d3d12 tests on win x86.
* Fixes.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Checkpoint
* Fixed problem with global variables in supported resource states test, test is functional for both Vulkan and D3D12
* Removed a comment
* Added a loop over all existing formats
* Rerun tests
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
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* Add gfx interop to allow more direct D3D12 usage scenarios.
* Fix compile error in win32.
* gfx: Implement IFence::getNativeHandle() on d3d12.
* More GFX-D3D interop interface.
* Fix cuda.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fixed naming conflicts in heterogeneous-hello-world
Added 3 new modifiers (`__unmangled`, `__exportDirectly`, `__externLib`)
`__unmangled` causes mangleName() to return the normal name of the decl.
`__exportDirectly` changes parent decl name concatenation behavior to use
"::" instead of "." (for Name Hint) and emits the name hint when it exists,
otherwise it emits the mangled name.
`__externLib` stops Slang from emitting the corresponding struct.
Also made necessary changes to heterogeneous-hello-world so that this new
functionality is shown off.
* Undo unintentional formatting changes
Co-authored-by: Yong He <yonghe@outlook.com>
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* preliminary work on createRayTracingPipelineState for Vulkan
* more stuff added to createRayTracingPipelineState
* Finished filling in all necessary fields for createRayTracingPipelineState() for Vulkan
Co-authored-by: Yong He <yonghe@outlook.com>
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* Prelim work on getFormatSupportedResourceStates
* Mostly extended getFormatSupportedResourceStates to cover currently existing resource states, no testing included yet
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Explicit specialization with multiple parameters.
* Fix tabs.
* Small improvements in test comments.
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This allows the user application to intercept API calls to create pipeline states. This feature can be used to integrate NVAPI in the user application.
Co-authored-by: Yong He <yhe@nvidia.com>
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Changed the interface from `IEntryPoint::getRenamedEntryPoint` to `IComponentType::renameEntryPoint`.
The underlying implementation creates a `RenamedEntryPointComponentType` wrapper object around the base entry-point.
This new implementation allows the user to specify entry point renaming on an IComponentType that isn't just a `EntryPoint`, but also on `SpecializedComponentType` or `CompositeComponentType` as long as the component defines a single entry point.
Co-authored-by: Yong He <yhe@nvidia.com>
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information in GraphicsPipelineStateDesc (#2098)
* Added some TODO comments
* Replaced numerous hard-coded fields in createGraphicsPipelineState in render-vk.cpp with values pulled from the provided GraphicsPipelineStateDesc; Added missing fields and multiple comments for fields that do not have an equivalent in gfx or work differently between D3D12 and Vulkan
* Reversed front facing enums
* Added a case that handles blending not being enabled so the color write mask is still defined
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* Update heterogeneous-hello-world to use gfx changes + delete shader.cpp
* Remove "experimental feature" tag from premake
* Add placeholder executeComputation_0() to shader.cpp
* Add shader.cpp to heterogeneous-hello-world files in premake
* Added project "heterogeneous-first-gen" to address first time build issues
* Re-add "experimental feature" tag, clean up generated file structure
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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