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* PipelineResourceSignatureD3D11Impl: reworked resource allocationassiduous2021-03-192-18/+19
* PipelineStateD3D11Impl: improved D3D11 shader storageassiduous2021-03-191-21/+22
* D3D11 backend: optimized resource countersassiduous2021-03-192-21/+112
* Some more code improvemnts in D3D11 backendassiduous2021-03-195-95/+145
* ShaderVariableManagerD3D11: some code updatesassiduous2021-03-191-55/+19
* Fixed handling pixel shader UAVs in D3D11assiduous2021-03-192-18/+28
* More updates to ShaderResourceCacheD3D11 and resource binding in D3D11assiduous2021-03-193-124/+137
* Few more updates to ShaderResourceCacheD3D11assiduous2021-03-191-72/+53
* Refactored ShaderResourceCacheD3D11assiduous2021-03-192-282/+222
* Some updates to ShaderResourceCacheD3D11assiduous2021-03-191-22/+36
* Direct3D11: resource cache refactoringazhirnov2021-03-196-215/+327
* code cleanupazhirnov2021-03-1914-52/+3
* Added DrawMeshIndirectCount command.azhirnov2021-03-191-0/+2
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-191-0/+3
* Refactored D3D11 resource cacheassiduous2021-03-195-182/+126
* D3D11 backend: some header clean-up plus few minor updatesassiduous2021-03-1913-31/+23
* Unified fence implementations in all backendsassiduous2021-03-191-3/+3
* Reworked CommandListBase to use EngineImplTraits like the rest of the base cl...assiduous2021-03-192-6/+7
* Renamed Align to AlignUpassiduous2021-03-192-15/+16
* Direct3D11: added BindPointsD3D11 instead of TBindPoints and TBindPointsAndAc...azhirnov2021-03-195-263/+159
* Direct3D11: added resource signatureazhirnov2021-03-1919-501/+1026
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-071-2/+3
* Updated copyright noticeassiduous2021-01-0128-28/+28
* PSO initialization: updated shader stage initializationassiduous2020-12-231-2/+2
* Merge branch 'azhirnov-ray_tracing_2'assiduous2020-12-154-2/+45
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| * 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
| * A number of updates/fixes to PSO refactor mergeassiduous2020-10-282-0/+2
| * PSO refactoring for ray tracingazhirnov2020-10-253-2/+6
| * Merge branch 'master' into ray_tracingazhirnov2020-10-256-28/+64
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| * | Added dummy implementation for D3D11, D3D12, OpenGLazhirnov2020-10-042-0/+27
* | | GraphicsTools: added IBufferSuballocatorassiduous2020-12-072-2/+2
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* | Improved exception safety of SRB object creationassiduous2020-10-201-0/+2
* | Improved exception safety of pipeline state object constructionassiduous2020-10-203-11/+18
* | Renamed USAGE_STATIC to USAGE_IMMUTABLE (API240077)assiduous2020-10-191-2/+2
* | Renamed static sampler to immutable sampler (API240076)assiduous2020-10-191-6/+6
* | A number of fixes for PSO creation refactoring (API240075)assiduous2020-10-182-2/+7
* | Added GraphicsPipelineCreateInfo and ComputePipelineCreateInfo instead of sin...azhirnov2020-10-152-8/+19
* | A number of corrections for PSO refactoringassiduous2020-10-111-2/+2
* | removed strong references to shaders in PSOazhirnov2020-10-081-2/+13
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* Few minor (mostly cosmetic) updates to SRB and PSO implementationsassiduous2020-09-182-5/+9
* Updated ShaderResourceBindingBase: using PSO implementation type for the poin...assiduous2020-09-181-6/+6
* Refactored internal shader resouce variable indexingassiduous2020-09-182-8/+13
* use NUM_SHADER_TYPES constant instead of magic number, use std::array instead...azhirnov2020-09-162-5/+6
* Added option to enable/disable device features during initialization (API 240...assiduous2020-09-131-1/+1
* Merge branch 'master' into mesh_shaderazhirnov2020-08-312-3/+6
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| * Implemented duration queries in D3D11 backend; added duration query testassiduous2020-08-252-3/+6
* | Merge branch 'master' into mesh_shaderazhirnov2020-08-251-0/+6
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