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* GLTF: hacky VR rendering supportext-vks-ol2021-03-272-1/+3
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* Fixed rebase issues; updated API to version 240083assiduous2021-03-191-1/+1
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* Removed duplicate code from unbinding incompatible signatures logic in ↵assiduous2021-03-191-12/+43
| | | | D3D11, GL and Vk
* Added DrawMeshIndirectCount command.azhirnov2021-03-193-16/+154
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* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-195-4/+133
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* Unified fence implementations in all backendsassiduous2021-03-191-0/+14
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* Reworked CommandListBase to use EngineImplTraits like the rest of the base ↵assiduous2021-03-191-7/+9
| | | | classes
* Renamed Align to AlignUpassiduous2021-03-191-1/+1
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* Direct3D11: added resource signatureazhirnov2021-03-192-0/+7
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* Reworked combined and immutable sampler validation in resource signatureassiduous2021-03-191-61/+136
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* Updated resource binding validationassiduous2021-03-191-24/+24
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* Moved duplicate buffer mode validation logic to ShaderResourceVariableBase.hppassiduous2021-03-191-41/+66
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* Moved duplicate shader variable functionality to ShaderVariableBaseassiduous2021-03-191-4/+44
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* Fixed issue with destruction of ShaderResourceBindingBaseassiduous2021-03-191-46/+60
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* Unified implementation of IPipelineResourceSignature::IsCompatibleWithassiduous2021-03-191-2/+43
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* Unified PRS hash calculationassiduous2021-03-191-0/+13
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* Moved ProcessSignatureResources method to PipelineResourceSignatureBaseassiduous2021-03-191-0/+29
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* Resource singature: moved allocation of static resource cache and var ↵assiduous2021-03-192-24/+36
| | | | managers to PipelineResourceSignatureBase
* ShaderResourceBinding{D3D12, Vk, GL} - removed the remaining duplicate codeassiduous2021-03-191-0/+20
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* Unified implementations of SRB in D3D12, Vk and GLassiduous2021-03-191-23/+64
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* Moved m_SRBMemAllocator to PipelineResourceSignatureBaseassiduous2021-03-191-1/+11
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* Unified implementation of InitializeStaticSRBResources in D3D12, Vk and GL ↵assiduous2021-03-191-23/+25
| | | | backends
* Implemented common PRS methods directly in PipelineResourceSignatureBase; ↵assiduous2021-03-191-86/+94
| | | | refactored include dependencies in D3D12 backend
* Replaced duplicate CacheContentType enums with the common ↵assiduous2021-03-192-0/+49
| | | | ResourceCacheContentType
* Reworked non-separable programs in GL; added more PSO and PRS validationassiduous2021-03-193-32/+135
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* Unified resource signature handling by pipeline state in D3D12, Vk and GLassiduous2021-03-192-50/+143
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* Moved GetResourceAttribution() function to PipelineStateBase to eliminate ↵assiduous2021-03-191-0/+71
| | | | duplication
* Unified CreateShaderResourceBinding in D3D12, Vk and GL signaturesassiduous2021-03-191-0/+17
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* Moved static variable cache and managers to PipelineResourceSignatureBaseassiduous2021-03-191-16/+73
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* Refactored passing template arguments to base classesassiduous2021-03-1918-295/+342
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* Minor updates to ValidatePipelineResourceSignatureDescassiduous2021-03-192-10/+6
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* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-193-5/+28
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* Unified device object creation in D3D12, Vulkan and OpenGLassiduous2021-03-191-163/+269
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* OpenGL: added resource signatureazhirnov2021-03-192-6/+5
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* Unified pipeline resource compatibility validation in D3D12 and Vk; added ↵assiduous2021-03-192-0/+64
| | | | more PRS creation failure tests
* Fixed few issues with run-time sized arrays in D3D12; enabled test.assiduous2021-03-191-0/+21
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* Added resource signature creation failure test; fxied validation of resource ↵assiduous2021-03-191-68/+7
| | | | flags.
* Resource signature: added validation that combined samplers are assigned to ↵assiduous2021-03-191-6/+28
| | | | a texture
* Few updates to PipelineStateVkImpl and PipelineStateD3D12Implassiduous2021-03-191-8/+9
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* Added PSO creation failure tests for mesh & ray tracing pipelines, fixed ray ↵azhirnov2021-03-192-4/+1
| | | | tracing pipeline validation.
* Added PSO creation failure testsassiduous2021-03-191-2/+4
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* Reworked PSO intialization to allow shader resources be combined when ↵assiduous2021-03-193-3/+115
| | | | defined through Desc.ResourceLayout
* some fixes and improvements for D3D12 & Vulkanazhirnov2021-03-195-9/+59
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* Reworked ShaderVariableVkImpl and ShaderVariableD3D12Impl: removed some ↵assiduous2021-03-191-19/+44
| | | | duplicate code
* Fixed clang/gcc errorassiduous2021-03-191-1/+1
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* Added IShaderResourceBinding::StaticResourcesInitialized methodassiduous2021-03-192-10/+13
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* Replaced InitializeStaticResources and ↵assiduous2021-03-196-97/+150
| | | | InitializeStaticResourcesWithSignature methods of IShaderResourceBinding with IPipelineState::InitializeStaticSRBResources and IPipelineResourceSignature::InitializeStaticSRBResources
* Reworked ShaderResourceBindingVkImpl and ShaderResourceBindingD3D12Impl: ↵assiduous2021-03-191-36/+116
| | | | moved common functionality to ShaderResourceBindingBase
* Implemented committed resource validation in d3d12assiduous2021-03-192-12/+48
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* PipelineResourceSignatureD3D12Impl and PipelineResourceSignatureVkImpl: ↵assiduous2021-03-192-12/+70
| | | | removed duplicate logic for hash calculation and compatiblitiy tests