| Commit message (Collapse) | Author | Age |
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Close issue: #6386.
- Implement uploadTextureData in metal
- Fix a bug in 'copyTextureToBuffer' in metal
The last parameter for Metal::copyFromTexture is the
'destinationBytesPerImage', but previous implementation
fill in the destination size which is wrong in 3-D texture.
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Partially fix #6378
* Fix invalid access mode for texture_buffer
* Fix texture view create issue in metal
In newTextureView, levelRange should represent the mipmap level range,
while sliceRange should represent the texture layer range for texture
array. But the implement inverse those two wrongly.
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* Fix metal issue
- implement waitForFences for metal backend
- fix a bug that it misses clear the entryPoints when initializing
RootShaderObject
* format
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Co-authored-by: Yong He <yonghe@outlook.com>
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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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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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* Support parameter block in metal shader objects.
* Ingore parameter block tests on devices without tier2 argument buffer.
* Fix warning.
* Fix texture subscript test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* fix binding resources for render pass
* compute vertex buffer binding offset based on root layout
* fix result code
* cleanup
* implement readTextureResource
* more getNativeHandle
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Co-authored-by: Yong He <yonghe@outlook.com>
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* fix double semicolons
* fix another double semicolon
* wait for init data upload
* remove obsolete setData
* refactor swapchain to work on virtual back buffers
* buffer/texture use breakable device reference
* refactor input layout
* create render command encoder
* add todo
* refactor framebuffer layout
* refactor framebuffer
* refactor shader program
* translatePrimitiveType
* add more translate functions
* refactor framebuffer
* refactor render pass
* implement graphics pipeline state
* add depth stencil state
* initial render command encoder support
* comment
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* implement sampler state
* implement input layout
* implement fence object
* buffer implementation
* texture implementation
* cleanup
* add adapter enumeration
* supported formats and allocation info
* work on device and implement readBufferResource
* skeleton for transient resource heap
* initial work on command queue / buffers / encoders
* fix uploading initial buffer data
* implement buffer resource view
* string utility functions
* wip query pool implementation
* cleanup
* swapchain
* wip
* remove plain buffer view
* extend gfxGetDeviceTypeName with metal
* basic support for resource binding with compute shaders
* needed for metal bindings
* replace assert(0) with SLANG_UNIMPLEMENTED_X
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* add metal-cpp submodule
* add metal-cpp cmake target
* gfx metal backend skeleton
* add premake support
* add foundation framework
* add metal-cpp include to premake
* update vs project file
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Co-authored-by: Simon Kallweit <skallweit@nvidia.com>
Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
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