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path: root/tools/gfx/cpu/render-cpu.cpp
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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>
2021-07-08Implement gfx inline ray tracing on D3D12. (#1902)Yong He
* Update VS projects to 2019. * Empty commit to trigger build * Implement gfx inline ray tracing on D3D12.
2021-06-23[gfx] Add `IBufferResource::getDeviceAddress()`. (#1892)Yong He
2021-06-11Properly fill `declref` in `Linkage::getContainerType`. (#1882)Yong He
* Properly fill `declref` in `Linkage::getContainerType`. * Fix timestamp query on cpu * Fix typo. Co-authored-by: Yong He <yhe@nvidia.com>
2021-06-10Support timestamp queries in `gfx`. (#1880)Yong He
* Support timestamp queries in `gfx`. * Fix tab Co-authored-by: Yong He <yhe@nvidia.com>
2021-06-04Fix D3D11 `uploadBufferResource`. (#1869)Yong He
2021-05-21[gfx] Support StructuredBuffer<IInterface>. (#1851)Yong He
Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
2021-05-06Half texture support (#1836)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. * Add unary ops. * Add some vector scalar maths ops. * Add half vector conversions for CUDA. * Fix erroneous comment. * Support for half comparisons. * First pass test for half compare. * Fix bug in CUDA specialized emit control. Updated tests to have pre and post inc/dec. * Removed unneeded parts of the cuda prelude. * Half structured buffer works on CUDA. * Added name lookup for Gfx::Format * Support half texture type in test system. * Test for half reading on CUDA. * Add half formats to Vk and D3D utils. * Fix getAt for CUDA - where there might not be a .x member in a vector.
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.
2021-04-08Improve robustness of gfx lifetime management. (#1788)Yong He
* Improve robustness of gfx lifetime management. * fix clang error * fix clang error * Fix clang warning
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
2021-03-18Remove `DescriptorSet` from D3D11 and GL devices. (#1761)Yong He
2021-03-12Cleanup CPU renderer. (#1752)Yong He
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