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* Removed duplicate code from unbinding incompatible signatures logic in D3D11,...assiduous2021-03-191-24/+4
* Few updates to PipelineStateD3D11Implassiduous2021-03-191-56/+48
* PipelineResourceSignatureD3D11Impl: reworked resource allocationassiduous2021-03-191-99/+101
* PipelineStateD3D11Impl: improved D3D11 shader storageassiduous2021-03-191-39/+41
* D3D11 backend: optimized resource countersassiduous2021-03-191-11/+8
* Some more code improvemnts in D3D11 backendassiduous2021-03-194-71/+67
* ShaderVariableManagerD3D11: some code updatesassiduous2021-03-192-18/+12
* Fixed handling pixel shader UAVs in D3D11assiduous2021-03-191-69/+66
* More updates to ShaderResourceCacheD3D11 and resource binding in D3D11assiduous2021-03-194-170/+154
* Few more updates to ShaderResourceCacheD3D11assiduous2021-03-191-68/+34
* Refactored ShaderResourceCacheD3D11assiduous2021-03-194-140/+34
* Some updates to ShaderResourceCacheD3D11assiduous2021-03-192-74/+62
* Direct3D11: resource cache refactoringazhirnov2021-03-195-633/+587
* code cleanupazhirnov2021-03-191-1/+0
* Added DrawMeshIndirectCount command.azhirnov2021-03-191-0/+5
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-192-1/+7
* Refactored D3D11 resource cacheassiduous2021-03-195-730/+312
* D3D11 backend: some header clean-up plus few minor updatesassiduous2021-03-199-9/+14
* Unified fence implementations in all backendsassiduous2021-03-191-9/+5
* Reworked CommandListBase to use EngineImplTraits like the rest of the base cl...assiduous2021-03-191-1/+4
* Renamed Align to AlignUpassiduous2021-03-192-12/+17
* Direct3D11: added BindPointsD3D11 instead of TBindPoints and TBindPointsAndAc...azhirnov2021-03-196-353/+311
* Direct3D11: added resource signatureazhirnov2021-03-1911-2458/+2768
* Few minor updates to PSO implsassiduous2021-03-191-2/+2
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-071-11/+19
* Updated copyright noticeassiduous2021-01-0126-26/+26
* PSO initialization: updated shader stage initializationassiduous2020-12-231-11/+10
* Merge branch 'azhirnov-ray_tracing_2'assiduous2020-12-158-37/+122
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| * D3D12 resource binding refactoring, rename LinearAllocator to FixedLinearAllo...azhirnov2020-11-162-3/+3
| * Refactored TextureBaseassiduous2020-11-061-1/+1
| * Refactored BufferBaseassiduous2020-11-061-2/+2
| * Added support for local root signature & shader record.azhirnov2020-11-051-2/+2
| * Added AS copy with compacting.azhirnov2020-11-051-0/+10
| * A number of minor updatesassiduous2020-10-301-9/+6
| * added ray tracing implementation for dx12 and vulkanazhirnov2020-10-281-29/+32
| * A number of updates/fixes to PSO refactor mergeassiduous2020-10-282-2/+2
| * PSO refactoring for ray tracingazhirnov2020-10-254-1/+29
| * Merge branch 'master' into ray_tracingazhirnov2020-10-258-286/+425
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| * | A few random fixes to ray tracing API and implementationassiduous2020-10-041-1/+1
| * | Added dummy implementation for D3D11, D3D12, OpenGLazhirnov2020-10-042-1/+48
* | | D3D11 Device context: verifying committed resources only when DRAW_FLAG_VERIF...assiduous2020-12-141-11/+11
* | | Added IDeviceContext::GetFrameNumber() method (API )assiduous2020-12-031-0/+2
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* | Added ShaderResourceQueries device feature and EngineGLCreateInfo::ForceNonS...assiduous2020-10-211-1/+1
* | Improved exception safety of SRB object creationassiduous2020-10-201-49/+85
* | Improved exception safety of pipeline state object constructionassiduous2020-10-204-166/+183
* | Renamed USAGE_STATIC to USAGE_IMMUTABLE (API240077)assiduous2020-10-192-4/+4
* | Renamed static sampler to immutable sampler (API240076)assiduous2020-10-193-45/+46
* | A number of fixes for PSO creation refactoring (API240075)assiduous2020-10-183-77/+61
* | Merge branch 'master' into pso_refactoringazhirnov2020-10-171-10/+16
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| * | All backends: added resource dimension validation when setting shader variablesassiduous2020-10-171-10/+14