| Commit message (Collapse) | Author | Age |
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* Move switch statement bodies to their own lines
* format
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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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* 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
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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.
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* Parameter binding and gfx fixes.
* Add diagnostics on entry point parameters.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add SPIRV intrinsics for ShaderExecutionReordering.
* Add intrinsics for `Buffer` and `RWBuffer`.
* Various spirv fixes.
* Marshal bool vector type.
* Inline global constants + OpFOrdNotEqual->OpFUnordNotEqual.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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