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path: root/tools/gfx/d3d12/d3d12-device.cpp
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2024-05-13[gfx] specify resource view buffer range in bytes (#4149)skallweitNV
* refactor gfx buffer range to use byte range * create buffer view with zero struct stride for ClearUnorderedAccessViewUint/Float * create buffer descriptors on demand * avoid copying gfx.dll --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-04-15[GFX] Fix d3d12 buffer view creation logic for StructuredBuffers. (#3954)Yong He
2024-03-16[gfx] compile shaders when creating programs for d3d12/vulkan (#3774)skallweitNV
2024-02-28[SPIRV] Add NonSemanticDebugInfo for step-through debugging. (#3644)Yong He
* [SPIRV] Add NonSemanticDebugInfo for step-through debugging. * Fix. * Fix.
2024-02-20Refactor compiler option representations. (#3598)Yong He
* Refactor compiler option representation. * Fix binary compatibility. * Add a test for specifying compiler options at link time. * Fix binary compatibility. * Fix binary compatibility. * Fix backward compatibility on matrix layout. * Fix. * Fix. * Fix. * Fix gfx. * Fix gfx. * Fix dynamic dispatch. * Polish.
2023-11-17warnings (#3335)Ellie Hermaszewska
* ignores * Remove unused variables * Squash out of bounds warning --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-11-01Parameter binding and gfx fixes. (#3302)Yong He
* Parameter binding and gfx fixes. * Add diagnostics on entry point parameters. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-10-17Type layouts for structured buffers with counters (#3269)Ellie Hermaszewska
* More tests for append structured buffer * Append and Consume structured buffer tests for DX12 * neaten * test wobble * Add counter layout information to append/consume structured buffers * add getRWStructuredBufferType * Correct definition of get size for append/consume structured buffers * tweak append structured buffer test * Allow initializing counter buffer in render test * vulkan test for consume structured buffer * Handle null counterVarLayout in getExplicitCounterBindingRangeOffset * remove dead code * Implement atomic counter increment/decrement for spirv * explicit spirv test * Add missing check on result * Hold on to counter resources --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-09-13Add gfx d3d12 TextureCube UAV case (#3205)SirKero
Co-authored-by: Yong He <yonghe@outlook.com>
2023-09-11Add Mesh and Task shader support to GFX (#3190)Ellie Hermaszewska
* Bump vulkan headers Also just use vulkan-headers as a submodule * Add drawMeshTasks to gfx graphics pipelines * Add DispatchMesh overload with no payload, with GLSL intrinsic * Require spirv 1.4 for mesh shaders * Add vulkan mesh shader feature discovery * Add mesh shader stage bits to vk-util * Add mesh and task shader support to render-test * Add mesh and task tests * Preserve "payload" specifier in task shaders * Add mesh shader pipeline support to gfx * Add TODO * Add numThreads attribute for amplification stage * Add payload to task shader test * Drop dependency on d3dx12 * Allow passing payloads from task to mesh shaders * regenerate vs projects * check DispatchMesh name correctly * Add mesh shader tests to failing tests * Detect wave-ops feature on vulkan * Add fuse-product to expected failures This fails because the global varaible `count` is not initialized * Add required extension to WaveMaskMatch SPIR-V impl * Remove meshShader member from pipeline desc * Identify mesh shader support on d3d12
2023-08-04Added D3D12 RenderTargetView TextureCube case (#3048)SirKero
* Added D3D12 RenderTargetView TextureCube case * Added D3D12 DepthStencilView TextureCube case --------- Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2023-07-18nsight Aftermath crash example (#2984)jsmall-nvidia
* Small fixes and improvements around reflection tool. * Make PrettyWriter printing a class. * Aftermath crash demo WIP. * Enable aftermath in test project. * Setting failCount. * Dumping out of source maps. * Improve comments. Simplify handling of compile products. * Other small fixes to aftermath example. * Added Emit SourceLocType. Track sourcemap association meaning. Improved documentation. * Small improvements. * Capture debug information for D3D11/D3D12/Vulkan. * Enable debug info. * Small improvements. * Improve aftermath example README.md.
2023-05-23fixed incorrect handling of D3D12_RENDER_TARGET_VIEW_DESC.ViewDimensi… (#2897)kopaka1822
* fixed incorrect handling of D3D12_RENDER_TARGET_VIEW_DESC.ViewDimension for arrays (needs to be set based on the underlying resource and not the requested view. Otherwise members like FirstArraySlice can not be set properly). Also fixes problems with D3D12_RENDER_TARGET_VIEW_DESC.PlaneSlice since Texture2DArray.PlaneSlice and Texture2D.PlaneSlice do not share the same memory location (unlike the MipSlice). * fixed isArray definition for d3d12 texture views --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-04-20Changes for vkd3d proton (#2813)Ellie Hermaszewska
* Add some caches to .gitignore * Remove appendWideChars Use String::toWString instead * s/Sleep/sleepCurrentThread * formatting * Expand set of shared libraries which have buggy dlclose Work around https://github.com/microsoft/DirectXShaderCompiler/issues/5119 and https://github.com/doitsujin/dxvk/issues/3330 libdxcompiler.so invokes UB on dlclose, the dxvk libs break GDB when closed * Add assert for specialization failure on DX11 As a band aid for https://github.com/shader-slang/slang/issues/2805 * More fine grained selection of directx features
2023-04-14Bugfix: compiler will run forever to eliminate dead code (#2809)winmad
* Add a test case that the compile will run forever * Fix. * fix. --------- Co-authored-by: Lifan Wu <lifanw@nvidia.com> Co-authored-by: Yong He <yhe@nvidia.com>
2023-04-14Some small fixes with Windows/DX usage (#2797)Ellie Hermaszewska
* Correct case of windows.h includes * Use Slang::SharedLibrary to load directx dlls * s/max/std::max/ * Factor common OS code in calcHasApi * Add DXIL test for compute/simple * s/false/FALSE for calls to WinAPI functions * Factor common OS code in gfxGetAdapters * 2 missing headers d3d12sdklayers for ID3DDebug climits for UINT_MAX * Define out unused function on Linux * Only try to load Vulkan and CUDA on Windows or Linux * simplify D3DUtil::getDxgiModule * Remove WIN32_LEAN_AND_MEAN &co from source files Add a global define * Set WIN32_LEAN_AND_MEAN &friends in headers Restore previous state also * regenerate vs projects
2023-04-04Preliminary support for realtime clock (#2772)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Initial support for realtime clock. * Add realtime-clock render feature where seems appropriate. * Fixes to make NVAPI compile properly. Change realtime-clock.slang check to use maths that can't overflow.
2022-11-09Fix supported shader model check in D3D12 device (#2503)skallweitNV
* Fix supported shader model check in D3D12 device * Add comment on shader model list order. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-11-07Initial version of DeviceLimits implemented in d3d12, d3d11, vulkan and cuda ↵skallweitNV
(#2496)
2022-11-04Add AdapterLUID to identify GPU adapters (#2492)skallweitNV
* Add AdapterLUID to identify GPU adapters * Remove adapter option in render-test
2022-10-26Fix d3d debug layer error on setting clear value. (#2458)Yong He
2022-10-13Make `optimalClearValue` optional in `ITextureResource::Desc` (#2450)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-12Allow setting shader model upon d3d device creation. (#2442)Yong He
* Allow setting shader model upon d3d device creation. * Add sm_6_7 profile. * More fixes and cleanups. Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-05Various gfx fixes. (#2434)Yong He
2022-09-29GFX: support D3D12EnableExperimentalFeatures. (#2424)Yong He
* GFX: support D3D12EnableExperimentalFeatures. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-29Add "wave-ops" feature to D3D12 device (#2423)skallweitNV
2022-09-26Use d3d12/vk debug layer when gfx debug layer is enabled. (#2411)Yong He
* Use d3d12/vk debug layer when gfx debug layer is enabled. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-22GFX: improve d3d12 performance. (#2408)Yong He
2022-08-10Artifact and ICastable (#2351)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP with hierarchical enums. * Some small fixes and improvements around artifact desc related types. * Improvements around hierarchical enum. * Fixes to get Artifact types refactor to be able to execute tests. * Attempt to better categorize PTX. * Work around for potentially unused function warning. * Typo fix. * Simplify Artifact header. * Small improvements around Artifact kind/payload/style. * Added IDestroyable/ICastable * Add IArtifactList. * First impl of IArtifactUtil. * Use the ICastable interface for IArtifactRepresentation. * Added IArtifactRepresentation & IArtifactAssociated. * Add SLANG_OVERRIDE to avoid gcc/clang warning. * Fix calling convention issue on win32. * Fix missing SLANG_OVERRIDE. * First attempt at file abstraction around Artifact. * Added creation of lock file. * Move functionality for determining file paths to the IArtifactUtil. Add casting to ICastable. * Added some casting/finding mechanisms. * Simplify IArtifact interface, and use Items for file reps. * Fix problem with libraries on DXIL. * Split out ArtifactRepresentation. * Move ArtifactDesc functionality to ArtifactDescUtil. ArtifactInfoUtil becomes ArtifactDescUtil. * Split implementations from the interfaces for Artifact. * Use TypeTextUtil for target name outputting. * Add artifact impls. * Add ICastableList * Added UnknownCastableAdapter * Make ISlangSharedLibrary derive from ICastable, and remain backwards compatible with slang-llvm. * Refactor Representation on Artifact. * Make our ISlangBlobs also derive from ICastable. Make ISlangBlob atomic ref counted. * Fix typo.
2022-06-07Add simple ray tracing test (#2261)lucy96chen
* checkpoint commit * Simple ray tracing test works * Removed unnecessary shaders and code but image is completely black * Simple ray tracing test for a 2x2 texture working; Added new helper functions to gfx-test-texture-util for stripping padding from texture resource readback and dumping textures to disk * Renamed variables * Ignore test if ray tracing isn't supported
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>