| Commit message (Collapse) | Author | Age |
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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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* 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
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* GFX: make dispatch commands return error code.
* Fix cuda.
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Co-authored-by: Yong He <yhe@nvidia.com>
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that uses these shaders; Fixed a bug in Vulkan's RayTracingCommandEncoder::dispatchRays() where the supplied raygen shader index wasn't being used (#2290)
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* Some preliminary work on splitting render-vk
* render-vk split, tests currently crash on null reference
* fixed circular include
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