| Age | Commit message (Collapse) | Author |
|
Use `ShortList` instead of `Array` for `m_waitHandles`.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
queue submit. (#2158)
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Vulkan: deferred shader compilation and pipeline creation.
* Fix 32bit build.
* gfx: restructure the code in render-d3d12.cpp
* Move `Submitter`.
* Fix.
* merge with master.
* Revert dictionary change in previous PR.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Vulkan: deferred shader compilation and pipeline creation.
* Fix 32bit build.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch
* Changed alignment from Uint to size_t
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
|
|
* Added isOccluded() and setFullScreenMode() to ISwapchain and provided implementations for D3D12 (all others currently return false)
* Removed isWindowOccluded variable and directly return the result of m_swapchain3->Present
* Restart CI
|
|
* gfx: d3d12 performance optimizations.
* Fix.
* Fix unit test bug.
* Add gfx interface for directly allocating GPU descriptor tables.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Optimize d3d12 mutable shader object implementation.
* Disable mismatched clear value warning message from d3d sdk.
* Fix.
* Fix.
* gfx: Avoid redundant d3d12 QueryInterface call.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yonghe@outlook.com>
|
|
* Added implementation for dispatchRays() and ShaderTableImpl, currently missing extensions and createShaderTable()
* Code written, working on finding and fixing bugs
* SBT issues fixed; Added implementation for endEncoding() to ensure the bound pipeline is properly reset; Ray tracing pipeline example successfully runs without any validation errors
* Fixed some incorrectly merged lines
* Fixed spacing
* Fixed alignment for member variables in VulkanApi
* Restart CI
* Removed accidental comment kept from merge; Changed getName() call to getNameOverride()
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Various gfx fixes.
* Fix test case.
* Fix crash.
* Trigger build
* Trigger build 2
* Fix vulkan unit tests.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
* gfx: support root parameter via user-defined attribute.
* Fix.
* Fix.
* Skip d3d12 tests on win x86.
* Fixes.
* gfx: support shader record overwrite.
* Fix QueyPool implementation.
* Rename to `getBindingRangeLeafVariable`
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
* gfx: support root parameter via user-defined attribute.
* Fix.
* Fix.
* Skip d3d12 tests on win x86.
* Fixes.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
|
|
* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Add gfx interop to allow more direct D3D12 usage scenarios.
* Fix compile error in win32.
* gfx: Implement IFence::getNativeHandle() on d3d12.
* More GFX-D3D interop interface.
* Fix cuda.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
This allows the user application to intercept API calls to create pipeline states. This feature can be used to integrate NVAPI in the user application.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Added implementations for resolveResource to both D3D and Vulkan backends
* Simple test for resolving a multisampled resource written and confirmed to run successfully for D3D12
* Fixed a bug preventing MSAA from working in Vulkan
* Changed test format to RGBA32 Float (because swiftshader)
|
|
|
|
textureSubresourceBarrier (#2080)
* Added preliminary implementations for Vulkan's copyTexture, copyTextureToBuffer, and textureSubresourceBarrier
* Simple copyTexture test working
* Expanded test to use textureSubresourceBarrier() to change resource states before copying out to a buffer; Changed copyTextureToBuffer() to assert that only a single mip level is being copied; Test passes on Vulkan only
* Fixed an incorrect loop condition in D3D12's textureSubresourceBarrier and changed the size of the results buffer to pre-account for padding; Test runs in D3D12 but does not pass
* D3D12 test working, compareComputeResult for buffers now takes an offset into the results
* Refactored texture copying tests
* Second test written but does not copy correctly
* Fixed texture creation in D3D12 to take into account the subresource index when copying texture data so it actually copies all slices instead of just the ones in the first array layer; Second test working on both D3D12 and Vulkan
* Added a note for future tests to be added for texture copying; Fixed build errors in CUDA
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
|
|
* Fixes to GFX.
* Fix binding null resource views in d3d12.
* Fix array render target view creation.
* Add support for more primitive topologies.
* More gfx fixes.
* D3D12 feature report on conservative raster, programmable sample position, barycentrics and ROV.
* Add QueryPool::reset.
* Fix resource setDebugName.
* Dynamically expanding GPU descriptor heap.
* Render passes without render targets (null frame buffer).
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Fix binding null resource views in d3d12.
* Fix array render target view creation.
* Add support for more primitive topologies.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Various fixes.
* Add nested parameter block test.
* Remove slang-llvm licence info
* Ingore slang-llvm/ directory.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Various gfx fixes.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* 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
|
|
* Fix D3D12 random crash.
* Trigger
* Trigger
* Trigger1
* Trigger2
* Trigger3
* Trigger4
* Trigger5
* Trigger6
* Trigger7
* Trigger8
* Trigger9
* Trigger10
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* 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>
|
|
* Implemented instancing for the drawInstanced test and confirmed that test values taken at specific pixel location match expected values
* Removed writeImage() helper function as this is for debugging only
* Factored out shared test code and wrapped tests inside a base class with derived structs for each individual draw call variant; Added a test for indexed, instanced draws but test is currently not working correctly
* Indexed instancing test finish and working; Further refactor to move code that fills the test result array and creates the vertex and color buffers to the base test class
* Commented out image dump helper function at the top as it may still be needed for the remaining draw tests
* Added a new struct derived from the base test class for testing indirect but non-indexed draws; Moved required command signatures for indirect draws into D3D12Device to ensure they continue to exist outside of their respective draw calls; Moved command signature creation into D3D12Device::initialize(); Small consistency cleanup changes
* Added working indexed indirect draw call test
* Moved expectedResult and compareComputeResult() call into getTestResults() and renamed to checkTestResults()
* Rerun tests
|
|
* Fixes to `uploadTextureData`.
* Fix,
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* gfx: Implement remaining resource commands on D3D12.
Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`.
* gfx: Implement `CurrentSize` query.
* gfx: Implement `setSamplePositions`.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* 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>
|
|
Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Added implementations of drawInstanced, drawIndexedInstanced, drawIndirect, and drawIndexedIndirect to both render-d3d12 and render-vk
* drawInstanced test WIP
* Draw calls implemented, working on debugging test
* Added new test and accompanying shader file
* Fixes.
* Fixes.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Yong He <yonghe@outlook.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
|
|
|
|
|
|
* 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>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* gfx Mutable Root shader object implementation.
* Fix x86 build.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* gfx: Add more fixed function states and instancing draw calls.
* Fix clang error.
* Fix clang.
* Fixes.
* Add `AccelerationStructureCurrentSize` enum.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* gfx: specify SubresourceRange for resource view creation.
* Add gfx method for `resolveResource`.
* Fix compile error.
* `copyTextureToBuffer` and `textureSubresourceBarrier`.
* Fix vulkan bug.
* Fix test cras;h.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* gfx ShaderObject interface update, getTextureAllocationInfo()
* Fix render-vk compiler warnings and errors.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
|
|
* 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)
|