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fixed resource state transitions, some improvements for ray tracing
azhirnov
2020-11-03
8
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+338
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Merge branch 'master'
assiduous
2020-10-30
1
-2
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+9
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A number of minor updates
assiduous
2020-10-30
5
-16
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+24
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Added include tests for BLAS, TLAS and SBT headers, fixed few issues
assiduous
2020-10-30
3
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+6
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added ray tracing implementation for dx12 and vulkan
azhirnov
2020-10-28
11
-185
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+576
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ShaderResourceLayout{D3D12,Vk}: implemented GetShaderName
assiduous
2020-10-28
1
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+22
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Merge branch 'master' into ray_tracing
assiduous
2020-10-28
1
-1
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+2
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Fixed Linux/Max build errors
assiduous
2020-10-28
1
-3
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+3
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A number of updates/fixes to PSO refactor merge
assiduous
2020-10-28
2
-29
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+42
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PSO refactoring for ray tracing
azhirnov
2020-10-25
9
-123
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+431
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Merge branch 'master' into ray_tracing
azhirnov
2020-10-25
15
-611
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+874
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Removed StringView; using unordered_maps in BLAS, TLAS and SBT
assiduous
2020-10-05
3
-18
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+22
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A few random fixes to ray tracing API and implementation
assiduous
2020-10-04
10
-94
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+137
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Added Vulkan implementation
azhirnov
2020-10-04
5
-2
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+823
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Added ray tracing types
azhirnov
2020-10-04
11
-29
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+1039
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Added IDeviceContext::GetFrameNumber() method (API )
assiduous
2020-12-03
3
-1
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+20
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DeviceContextVkImpl: removed duplicate m_NumCommandsToFlush that was incorrec...
assiduous
2020-11-26
1
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Removed autorelease pool from unit tests: Metal backend now catches all autor...
assiduous
2020-11-22
2
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+22
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DeviceContextBase: added m_FramebufferSamples member
assiduous
2020-11-21
1
-11
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+38
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Added DynamicHeapPageSize member to EngineMtlCreateInfo
assiduous
2020-11-15
1
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+11
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Fixed linux build error
assiduous
2020-11-13
1
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Added comparison operators for LayoutElement and InputLayoutDesc; updated tex...
assiduous
2020-11-13
1
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+38
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Broken shader test: added broken MSL; added SHADER_SOURCE_LANGUAGE_MSL
assiduous
2020-11-08
1
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+3
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Added CreateRenderPass and CreateFramebuffer C functions
assiduous
2020-11-02
1
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Set default swap chain buffer count to 3 on Android and iOS
assiduous
2020-10-28
1
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+9
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Fixed issue with wrong base constructor being called for PipelineStateVkImpl,...
assiduous
2020-10-25
1
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+2
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Added ShaderResourceQueries device feature and EngineGLCreateInfo::ForceNonS...
assiduous
2020-10-21
2
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+19
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Improved exception safety of pipeline state object construction
assiduous
2020-10-20
1
-4
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+4
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Renamed USAGE_STATIC to USAGE_IMMUTABLE (API240077)
assiduous
2020-10-19
4
-8
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+8
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Renamed static sampler to immutable sampler (API240076)
assiduous
2020-10-19
5
-44
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+48
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A number of fixes for PSO creation refactoring (API240075)
assiduous
2020-10-18
8
-360
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+494
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Merge branch 'master' into pso_refactoring
azhirnov
2020-10-17
4
-15
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+79
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All backends: added resource dimension validation when setting shader variables
assiduous
2020-10-17
2
-13
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+68
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Added buffer mode validation when binding buffer views
assiduous
2020-10-14
2
-2
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+11
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Fixed compilation, some fixes after review
azhirnov
2020-10-17
1
-1
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+1
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Added GraphicsPipelineCreateInfo and ComputePipelineCreateInfo instead of sin...
azhirnov
2020-10-15
6
-286
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+296
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A number of corrections for PSO refactoring
assiduous
2020-10-11
1
-67
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+52
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removed strong references to shaders in PSO
azhirnov
2020-10-08
2
-283
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+322
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Few minor updates
assiduous
2020-10-07
2
-2
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+5
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Added device features to inidicate 8-bit types support (API240074)
assiduous
2020-10-04
2
-3
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+16
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Improved 16-bit feature detection in D3D11 and D3D12
assiduous
2020-10-03
1
-0
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+3
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Added device features to indicate support of 16-bit types
assiduous
2020-10-03
2
-3
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+22
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A number of updates to support Metal backend
assiduous
2020-10-01
1
-0
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+4
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Updated Metal interfaces plus a number of misc fixes
assiduous
2020-09-28
1
-2
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+2
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Added support for shader macros when compiling GLSL_VERBATIM with glslang
assiduous
2020-09-20
1
-2
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+3
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Updated ShaderResourceBindingBase: using PSO implementation type for the poin...
assiduous
2020-09-18
1
-4
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+6
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Fixed gcc/clang error
assiduous
2020-09-18
1
-12
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+12
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Refactored internal shader resouce variable indexing
assiduous
2020-09-18
4
-50
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+130
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Merge branch 'mesh_shader_fix' of https://github.com/azhirnov/DiligentCore in...
assiduous
2020-09-17
3
-3
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+10
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use NUM_SHADER_TYPES constant instead of magic number, use std::array instead...
azhirnov
2020-09-16
3
-3
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+10
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