| Commit message (Collapse) | Author | Age |
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* format
* Minor test fixes
* enable checking cpp format in ci
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* 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
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* 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
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* gfx: Implement remaining resource commands on D3D12.
Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`.
* gfx: Implement `CurrentSize` query.
Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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* Support timestamp queries in `gfx`.
* Fix tab
Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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* 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>
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