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2021-10-18GFX: implement mutable shader objects. (#1963)Yong He
* GFX: implement mutable shader objects. * Revert unnecessary changes * Revert more changes. * Fix clang errors. * Fix clang/gcc errors. * Fix clang errors. * Remove CPU test. * Fix after merge. * Fix after merge. * Remove gl test * Code review fixes. * Fixing all vk validation errors. * Flush test output more often. * Fix a crash in `specializeDynamicAssociatedTypeLookup`. * temporarily disable std-lib-serialize test to see what happens * Fix crashes. * Make sure cpu gfx unit tests are properly disabled on TeamCity. * Disable cpu test. * Fix. * Fix cuda. * Disable nv-ray-tracing-motion-blur Co-authored-by: Yong He <yhe@nvidia.com>
2021-09-29Fix ARM64 detection for MSVC (#1951)Chad Engler
2021-07-08Update VS projects to 2019. (#1901)Yong He
* Update VS projects to 2019. * Empty commit to trigger build
2021-06-23Change default VS version to 2017. (#1893)Yong He
2021-04-29`gfx` DebugCallback and debug layer. (#1822)Yong He
* `gfx` DebugCallback and debug layer.
2021-04-24Remove resource `Usage` from `gfx` interface. (#1813)Yong He
* Fix `model-viewer` crash when using Vulkan. Fixing an issue in shader object layout creation for to make sure a correct descriptor set layout is calculated for types that need an implicit constant buffer. * Fix formatting. * Fixes. * Fix memory leak in vulkan. * Remove resource `Usage` from `gfx` interface.
2021-04-05Transient root shader object. (#1782)Yong He
2021-03-31`gfx` explicit transient resource management. (#1774)Yong He
2021-03-24Reimplement Vulkan shader objects. (#1764)Yong He
* Reimplement Vulkan shader objects. This change reimplements Vulkan shader objects in the `gfx` layer so that it is no longer layered on top of the `DescriptorSet` abstraction. Since this is the last implementation that uses `DescriptorSet`, the change also removes all `DescriptorSet` related API from public `gfx` interface. The Vulkan implementation now passes all test cases, but it still have two issues: 1. The PushConstant setting is not correct, this is because we don't seem to be able to get correct reflection data about the size of push constants for an entry-point. 2. The `shader-toy` example can't run on Vulkan, because it currently sets nullptr to `Texture` bindings, and this change doesn't properly handle setting resource to null in `ShaderObject`s yet. If we can use the `nullDescriptor` feature on vulkan, this implementation will be simple. However we still want to decide whether we want to use a Vulkan 1.2 feature for this. * Fix up
2021-03-12Add a CPU renderer implementation (#1750)Tim Foley
* Add a CPU renderer implementation This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it. Detailed notes: * Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic * The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation. * Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later. * Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F. * Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary. * Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway) * Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway. * Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources. * fixup
2021-03-10Swapchain resize and rename to `IDevice` (#1741)Yong He
* Swapchain resize * Fix.
2021-03-04Refactor `gfx` to surface `CommandBuffer` interface. (#1735)Yong He
* Refactor `gfx` to surface `CommandBuffer` interface. * Fixes. * Fix code review issues, and make vulkan runnable on devices without VK_EXT_extended_dynamic_states. * Update solution files * Move out-of-date examples to examples/experimental Co-authored-by: Yong He <yhe@nvidia.com>
2021-02-24Explicit swapchain interface in `gfx`. (#1726)Yong He
* Explicit swapchain interface in `gfx`. * Correctly return nullptr when `IRenderer` creation failed. * Fix crashes on CUDA tests. * Cleanups.
2021-02-19Make gfx library visible to external user. (#1719)Yong He
* Make gfx library visible to external user. * Fixup
2021-01-27Make own a slang session. (#1678)Yong He
2021-01-17Make `gfx` compile to a DLL. (#1660)Yong He
* Make `gfx` compile to a DLL. * Fix cuda * Fix cuda build * Bug gl screen capture bug.
2021-01-14COM-ify all slang-gfx interfaces. (#1656)Yong He
* COM-ify all slang-gfx interfaces.
2021-01-06Refactor GUI/Window utils out of gfx library (#1649)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2020-12-11Implements CUDA renderer in gfx. (#1637)Yong He
* Implements CUDA renderer in gfx. * Revert unnecessary change. * Revert unnecessary changes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-12-10Move ShaderObject to be under renderer interface. (#1633)Yong He
* Move ShaderObject to be under renderer interface. * Make `create*PipelineState` take `const PipelineStateDesc&`. * Move ShaderCursor implementation to a cpp file
2020-12-04Projects in 'build' and Slang API separation (#1624)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Move reflection to reflection-api. * Slight reorg to pull out potentially Slang internal functions from the reflection API impls. * Remove visual studio projects * Fix for slang-binaries copy. * Add the visual studio projects in build/visual-studio * Remove miniz project. * Differentiate the linePath from the filePath. * Improve comment in premake5.lua + to kick of CI. * Kick CI.