| Commit message (Collapse) | Author | Age |
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* Port first gfx unit test to slang-rhi
* port triangle example to use slang-rhi
* port platform-test to slang-rhi
* Update platform-test to throttle mouse move events
* port gpu-printing example to use slang-rhi
* port model-viewer example to use slang-rhi
* port ray-tracing example to use slang-rhi
* port ray-tracing pipeline example to use slang-rhi
* port reflection parameter blocks example to use slang-rhi
* port shader-object example to use slang-rhi
* port shader-toy example to use slang-rhi
* Port most of tests to slang-rhi
* port link-time-constant-array-size to use slang-rhi
* Fix tests and find matching tests in slang-rhi
* port autodiff-texture
* remove gfx target; port nv-aftermath-example
* update include path for shader-cursor.h
* Disabled 2 more ported tests
* fix build error
* remove gfx test
* put slang-rhi (static-lib) before slang (shared)
* format code (#7621)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* add debug callback
* format code (#7649)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* Address review comments; revert back to use SLANG_CHECK_MSG
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various gfx fixes.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
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* 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 <yonghe@outlook.com>
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* gfx: D3D12 and VK Fence implementation.
* Fix.
* Update project files.
* Revert project file changes.
* Remove project files
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added getSharedHandle() and additional code to handle shareable buffer creation to Buffer::init() and initVulkanInstanceAndDevice() for Vulkan; Modified createBufferFromSharedHandle() in CUDA to assign externalMemoryHandleDesc.type based on the type of handle being provided; Added an additional test case to get-shared-handle.cpp testing Vulkan to CUDA
* Added createBufferFromNativeHandle() to Vulkan and enabled corresponding test
* disable cuda
* Fixed getSharedHandle() for D3D12 buffers assigning Win32 as the handle's source
* Removed a dangling comment inside Buffer::init()
* Added a missing override; Added code to check that a physical device supports the necessary external memory extensions before adding them to the deviceExtensions list; Added #if SLANG_WINDOWS_FAMILY guards around all Windows-specific code and sharedHandleVulkanToCUDA test (which uses said platform-specific code)
* Added Windows check around vkGetMemoryWin32HandleKHR in vk-api.h
* Added missing Windows check around BufferResourceImpl destructor
* Added a temporary hack to ensure synchronization between devices, which solves an issue with buffer sharing resulting in incorrect values being read back; Added #if SLANG_WIN64 around all CUDA tests as the backend currently only supports running CUDA on 64-bit (despite devices being created successfully in a 32-bit config)
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* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate
* Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files
* D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles()
* Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere
* Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC
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