| Age | Commit message (Collapse) | Author |
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
* Support for parsing callable types.
* Fix issue params for callable, and default value for variable.
* Add support for static.
* Improve handling parsing of contained types.
* Small improvements around template consumption.
* Improve dumping with markup/static.
* Small improvements around reflection.
* Add more flexible handling of markers.
Allow reflection without markers.
* Handling external "C"
unsigned/signed
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* Working on finding a better way to do result comparisons in order to accommodate testing different formats and texture types, copying small to large texture currently half broken
* All tests except copying into a buffer with an offset working with new code for results comparison, support for most formats WIP
* Replaced SubresourceStuff with ValidationTextureData; Added implementation for ValidationTextureFormat::initializeTexel() and changed generateTextureData() to call this
* All implemented formats work on D3D12, a few broken for Vulkan
* Fixed numerous locations in render-vk.cpp to set aspect masks based on either the format or the provided TextureAspect; All tests except copy to buffer with offset working on new code structure
* All texture to texture copying tests work for all non-compressed formats; Test code cleaned up to minimize the amount of stuff needing to be passed between functions
* All tests working with all texture types except TextureCube and all non-compressed formats; Temporarily removing test for copying to a buffer at an offset, will likely return in a separate test file
* Small cleanup changes
* build fixes
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
* Support for parsing callable types.
* Fix issue params for callable, and default value for variable.
* Add support for static.
* Improve handling parsing of contained types.
* Small improvements around template consumption.
* Improve dumping with markup/static.
* Small improvements around reflection.
* Add more flexible handling of markers.
Allow reflection without markers.
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Use `ShortList` instead of `Array` for `m_waitHandles`.
Co-authored-by: Yong He <yhe@nvidia.com>
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queue submit. (#2158)
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split doc extractor such that can be used in C++ extractor.
* Compiles. Update the stdlib docs.
* Fix issue on release builds.
* Add support for extracting documentation to C++ extractor.
* Dump out markup.
Make enum value backing type take tokens.
* Node::Type -> Node::Kind
* More improvements around Node::Type -> Node::Kind
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* 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>
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* Vulkan: deferred shader compilation and pipeline creation.
* Fix 32bit build.
Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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`ImageSubscript` for GLSL (#2146)
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* 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
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* 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>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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()
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix linux build issue with renderer-shared.h
* Move to .cpp file.
* Move some templates to stop definition order issue on linux.
* Move to header because it's templated.
* Fix warning about GeometryInstanceFlags::Enum flags : 8; being too small by making the enum backed by 8 bits.
* Check if vkDestroySampler function is available.
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* gfx: Various Vulkan fixes.
* Fix test case.
* Fix vulkan crash.
Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
* OSX testing.
* Fix pipe handling for OSX.
* Enable testing on OSX.
* Small fix because uname -p is not x64 on darwin.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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>
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* 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>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small fixes.
Added compiler crash with generic defined in a function.
Added enum-flags test that works (by limiting backing type to int), and using __EnumType constraint.
* Add comment about crash.
* Disable crashing test.
* Fixes to make compile on OSX.
* Add github build for OSX.
* Make premake generator a utility.
* Fix osx compilation issue.
* More fixes for OSX build.
* OSX fix due to ambiguity around size_t and integer types.
* Disable xlib on build on osx.
* Use 'prebuildcommands' to make prebuild make utility projects do something.
* Small fixes for premake so utility works on linux/osx.
* Another hack to try and make generators run when 'utility'
* Fix typo in macos.yml.
* Revert premake to old style, and disable stdlib embedding on OSX.
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Checkpoint
* Fixed problem with global variables in supported resource states test, test is functional for both Vulkan and D3D12
* Removed a comment
* Added a loop over all existing formats
* Rerun tests
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* 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>
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* preliminary work on createRayTracingPipelineState for Vulkan
* more stuff added to createRayTracingPipelineState
* Finished filling in all necessary fields for createRayTracingPipelineState() for Vulkan
Co-authored-by: Yong He <yonghe@outlook.com>
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* Prelim work on getFormatSupportedResourceStates
* Mostly extended getFormatSupportedResourceStates to cover currently existing resource states, no testing included yet
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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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>
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information in GraphicsPipelineStateDesc (#2098)
* Added some TODO comments
* Replaced numerous hard-coded fields in createGraphicsPipelineState in render-vk.cpp with values pulled from the provided GraphicsPipelineStateDesc; Added missing fields and multiple comments for fields that do not have an equivalent in gfx or work differently between D3D12 and Vulkan
* Reversed front facing enums
* Added a case that handles blending not being enabled so the color write mask is still defined
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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)
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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>
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* 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>
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* 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>
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* 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>
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* Various gfx fixes.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Enable running tests in parallel.
* Fix linux build.
* Add pthread dependency for slang-test.
* Fix teamcity output.
* Fix race condition.
* Make testReporter thread safe.
* Clean up.
* Fix.
* trigger build
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* 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
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* Fix D3D12 random crash.
* Trigger
* Trigger
* Trigger1
* Trigger2
* Trigger3
* Trigger4
* Trigger5
* Trigger6
* Trigger7
* Trigger8
* Trigger9
* Trigger10
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* gfx: Fix root shader object implementation in debug layer.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* 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>
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* 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
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* Fixes to `uploadTextureData`.
* Fix,
Co-authored-by: Yong He <yhe@nvidia.com>
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