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path: root/Graphics/GraphicsEngineD3D11/include/DeviceContextD3D11Impl.hpp (follow)
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* Some more code improvemnts in D3D11 backendassiduous2021-03-191-7/+6
* Fixed handling pixel shader UAVs in D3D11assiduous2021-03-191-1/+9
* More updates to ShaderResourceCacheD3D11 and resource binding in D3D11assiduous2021-03-191-6/+6
* Direct3D11: resource cache refactoringazhirnov2021-03-191-10/+1
* code cleanupazhirnov2021-03-191-1/+1
* Added DrawMeshIndirectCount command.azhirnov2021-03-191-0/+2
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-191-0/+3
* Refactored D3D11 resource cacheassiduous2021-03-191-4/+60
* Direct3D11: added resource signatureazhirnov2021-03-191-81/+59
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-071-2/+3
* Updated copyright noticeassiduous2021-01-011-1/+1
* Added support for local root signature & shader record.azhirnov2020-11-051-2/+2
* Added AS copy with compacting.azhirnov2020-11-051-0/+6
* fixed resource state transitions, some improvements for ray tracingazhirnov2020-11-031-1/+1
* added ray tracing implementation for dx12 and vulkanazhirnov2020-10-281-0/+4
* Added dummy implementation for D3D11, D3D12, OpenGLazhirnov2020-10-041-0/+15
* Merge branch 'master' into mesh_shaderazhirnov2020-08-311-0/+2
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| * Implemented duration queries in D3D11 backend; added duration query testassiduous2020-08-251-0/+2
* | Merge branch 'master' into mesh_shaderazhirnov2020-08-251-0/+6
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| * D3D11 backend: reworked subpass transitons to fix the issue with render targe...assiduous2020-08-201-0/+6
* | Load dxcompiler.dll in runtimeazhirnov2020-08-191-1/+0
* | Merge branch 'master' into mesh_shaderazhirnov2020-08-191-2/+15
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| * Implemented unified render pass attachment state updates within subpasses and...assiduous2020-08-081-3/+1
| * D3D11 backend: udpating resource states when calling NextSubpassassiduous2020-08-071-0/+2
| * Reworked attachment state transitoins handling in D3D11 backendassiduous2020-08-071-3/+0
| * First implementation of render passes in d3d11assiduous2020-08-071-0/+5
| * Updated EndRenderPass to optionally update resource statesassiduous2020-08-021-1/+1
| * Base implementation of BeginRenderPass/NextSubpass/EndRenderPass methodsassiduous2020-08-021-2/+4
| * Added BeginRenderPass, NextSubpass, and EndRenderPass device context methodsassiduous2020-08-021-0/+9
* | Added mesh shaderazhirnov2020-08-111-0/+4
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* Renamed _DEBUG and DEVELOPMENT macros to DILGENT_DEBUG and DILIGENT_DEVELOPMENTassiduous2020-03-261-1/+1
* Added API function call type specification to fix c/c++ mismatch on x86 MSVCassiduous2020-01-291-77/+87
* Renamed .h -> .hpp in GraphicsEngine, GraphicsEngineD3DBase, GraphicsEningeD3...assiduous2020-01-261-0/+438