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path: root/build/visual-studio/gfx
AgeCommit message (Collapse)Author
2023-03-27Use c++17 standard (#2686)Ellie Hermaszewska
* Use c++17 standard * regenerate VS projects * Switch to using std::invoke
2023-01-27Add ASAN support + fixes (#2614)skallweitNV
* Add ASAN support to premake * Fix StringRepresentation when ASAN is enabled * Fix deep recursion in slang-generate * Fix hello-world example * Fix gpu-printing example * Linux fix * Try fixing linux * Add missing include
2022-12-12Refactor shader cache (#2558)skallweitNV
* Fix a bug in Path::find * Fix code formatting * Fix LockFile and add LockFileGuard * Add PersistentCache and unit test * Replace file path dependency list with source file dependency list * Add note on ordering in Module/FileDependencyList * Remove old shader cache code * Refactor shader cache implementation * Temporarily skip unit tests reading/writing files * Fix warning * Reenable lock file test * Rename shader cache tests and disable crashing test * Testing * Stop using Path::getCanonical * Fix persistent cache lock and test * Fix threading issues * Move adding file dependency hashes to getEntryPointHash() * Fix handling of #include files * Allow specifying additional search paths for gfx testing device * Work on shader cache tests * Update project files * Revive shader cache graphics tests * Split graphics pipeline test * Fix compilation
2022-12-01Enable multithread build in premake (#2545)jsmall-nvidia
2022-10-17Shader cache index implementation (#2452)lucy96chen
2022-09-28Fix release CI script. (#2421)Yong He
* Fix release CI script. * Fix vs Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-28Fix build script for macos aarch64. (#2420)Yong He
* Fix build script for macos aarch64. * fix1 * Fix2. * update vs files Co-authored-by: Yong He <yhe@nvidia.com>
2022-08-20Call `gfx` in slang program. (#2370)Yong He
2022-08-16Add gfx interface definition in Slang. (#2364)Yong He
* Add gfx interface definition in Slang. - add gfx interface definitons in Slang. - fix slang compiler to correctly type-check `out` interface argument. - modify gfx interface to be fully COM compatible - add convenient ShaderProgram creation methods to gfx. * Fix compile errors and warnings. * Update project files * Fix cuda. * Properly implement queryInterface in command encoder impls. Co-authored-by: Yong He <yhe@nvidia.com>
2022-08-04Split debug-layer into smaller files (#2344)lucy96chen
* checkpoint commit * debug-layer split, does not compile * Almost compiles, rebasing before making any further changes * everything compiles and passes tests locally * Added tools/gfx/debug-layer to premake and ran premake Co-authored-by: Yong He <yonghe@outlook.com>
2022-07-27Split render-cpu into smaller files (#2340)lucy96chen
* render-cpu split, does not compile * split finished, one compile error * added missing include and missing destructor implementation * Rerun TeamCity CI
2022-07-25Split render-cuda.cpp into smaller files (#2334)lucy96chen
* render-cuda split, compile errors galore due to missing includes etc. * render-cuda split and fully compiles * Ran premake.bat to disable cuda; Added all new files * Removed render-cuda files * CI fixes * Rerun CI
2022-06-30Split render-d3d11.cpp into smaller files (#2307)lucy96chen
* render-d3d11 split, does not compile * Compiles but unit tests failing * ran premake.bat * Readded constructor code that was accidentally removed
2022-06-01Vulkan validation error fixes (#2254)lucy96chen
* Fixed Vulkan validation errors for incorrect layer counts and view types in Debug * Removed old (and empty) render-vk files; Ran premake.bat
2022-05-26Split render-vk.h/.cpp into a set of smaller files (#2244)lucy96chen
* Some preliminary work on splitting render-vk * render-vk split, tests currently crash on null reference * fixed circular include
2022-05-23Update SPIR-V Headers (#2246)Theresa Foley
2022-05-17Split render-d3d12.h/cpp into a set of smaller files (#2231)lucy96chen
* Split render-d3d12 into numerous smaller files to make the code easier to parse * Added all new D3D12 files created from splitting render-d3d12 * Fixed several uses of attachment still floating around; Changed resource-d3d12 and descriptor-heap-d3d12 to match naming conventions of new d3d12 implementation header files * Readded files with name changes because changing them from inside VS apparently results in them being treated as new files * Merged in externals changes from master * Small cleanup changes * Rerun CI Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
2022-04-27Split out Artifact info (#2193)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Compile to a dxil library. * Added CompileProduct. * Support handling of ModuleLibrary. * CacheBehavior -> Cache * Use CompileProduct for -r references. * CompileProduct -> Artifact. * Determining an artifact type on binding. * Determine binary linkability. * Added Artifact::exists. * Added ArtifactKeep. * Small fixes. * Small improvements to Artifact. * Add zip extension. * Fix some comments. * Fix multiple adding of PublicDecoration. Make public output export for DXIL/lib. Add checking for simpleDecorations such that only added once. * Use 'whole program' to identify library build. * Move slang-artifact into compiler-core. * Split out Keep free functions. * Artifact::Keep -> ArtifactKeep. * Handle libraries as artifacts. * Add -target dxil so test infrastructure knows it needs DXC. * Linking working in DXC. * Improve handling around emit for 'export'. * Add comment around Artifact name. * Render test working with linking. * Improvements around Artifact handling. * Add ArtifactPayloadInfo. * Small tidy up around artifact. * Split out code to get info about Artifacts into artifact-info.cpp/.h * Re-add slang-artifact.cpp * Readd artifact.cpp.
2022-02-16Various gfx fixes. (#2132)Yong He
* 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>
2022-01-27Turn off edit and continue to prevent warnings. (#2097)Yong He
Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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.