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path: root/Graphics/GraphicsEngineD3D12/include/DeviceContextD3D12Impl.hpp (follow)
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* code cleanupazhirnov2021-03-191-1/+1
* Added DrawMeshIndirectCount command.azhirnov2021-03-191-6/+8
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-191-5/+10
* D3D12 backend: more header organizingassiduous2021-03-191-1/+3
* Implemented common PRS methods directly in PipelineResourceSignatureBase; ref...assiduous2021-03-191-3/+8
* Refactored passing template arguments to base classesassiduous2021-03-191-16/+2
* Few minor updates to DeviceContextD3D12Implassiduous2021-03-191-1/+1
* Few updates to DeviceContextD3D12Implassiduous2021-03-191-6/+2
* Implemented committed resource validation in d3d12assiduous2021-03-191-8/+8
* optimize root view updatesazhirnov2021-03-191-6/+9
* merged with resource_signatureazhirnov2021-03-191-5/+36
* DeviceContextD3D12Impl: reworked flush to also execute deferred command lists...assiduous2021-02-071-1/+3
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-071-2/+3
* Updated copyright noticeassiduous2021-01-011-1/+1
* D3D12 backend: a bunch of cosmetic updates + made dynamic buffer allocation d...assiduous2020-12-211-1/+1
* Merge branch 'azhirnov-ray_tracing_2'assiduous2020-12-151-3/+39
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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
| * added ray tracing implementation for dx12 and vulkanazhirnov2020-10-281-3/+18
| * Added dummy implementation for D3D11, D3D12, OpenGLazhirnov2020-10-041-0/+15
* | Added IDeviceContext::GetFrameNumber() method (API )assiduous2020-12-031-2/+0
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* use NUM_SHADER_TYPES constant instead of magic number, use std::array instead...azhirnov2020-09-161-3/+0
* Merge branch 'master' into mesh_shaderazhirnov2020-08-191-2/+20
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| * Implemented unified render pass attachment state updates within subpasses and...assiduous2020-08-081-1/+1
| * D3D12 backend: implemented render pass attachment state transitonsassiduous2020-08-081-1/+1
| * Initial implementation of render passes in D3D12assiduous2020-08-081-0/+7
| * 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/+5
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* Added API function call type specification to fix c/c++ mismatch on x86 MSVCassiduous2020-01-291-79/+94
* Renamed .h -> .hpp in GraphicsEngineNextGenBase and GraphicsEngineD3D12 projectsassiduous2020-01-261-1/+1
* Renamed .h -> .hpp in GraphicsEngine, GraphicsEngineD3DBase, GraphicsEningeD3...assiduous2020-01-261-0/+404