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Graphics
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GraphicsEngineD3D12
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DeviceContextD3D12Impl.hpp
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Commit message (
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Author
Age
Files
Lines
*
code cleanup
azhirnov
2021-03-19
1
-1
/
+1
*
Added DrawMeshIndirectCount command.
azhirnov
2021-03-19
1
-6
/
+8
*
Added inline ray tracing & trace rays indirect command.
azhirnov
2021-03-19
1
-5
/
+10
*
D3D12 backend: more header organizing
assiduous
2021-03-19
1
-1
/
+3
*
Implemented common PRS methods directly in PipelineResourceSignatureBase; ref...
assiduous
2021-03-19
1
-3
/
+8
*
Refactored passing template arguments to base classes
assiduous
2021-03-19
1
-16
/
+2
*
Few minor updates to DeviceContextD3D12Impl
assiduous
2021-03-19
1
-1
/
+1
*
Few updates to DeviceContextD3D12Impl
assiduous
2021-03-19
1
-6
/
+2
*
Implemented committed resource validation in d3d12
assiduous
2021-03-19
1
-8
/
+8
*
optimize root view updates
azhirnov
2021-03-19
1
-6
/
+9
*
merged with resource_signature
azhirnov
2021-03-19
1
-5
/
+36
*
DeviceContextD3D12Impl: reworked flush to also execute deferred command lists...
assiduous
2021-02-07
1
-1
/
+3
*
Reworked ExecuteCommandList(s) to take multiple command lists instead of one
assiduous
2021-02-07
1
-2
/
+3
*
Updated copyright notice
assiduous
2021-01-01
1
-1
/
+1
*
D3D12 backend: a bunch of cosmetic updates + made dynamic buffer allocation d...
assiduous
2020-12-21
1
-1
/
+1
*
Merge branch 'azhirnov-ray_tracing_2'
assiduous
2020-12-15
1
-3
/
+39
|
\
|
*
Added support for local root signature & shader record.
azhirnov
2020-11-05
1
-2
/
+2
|
*
Added AS copy with compacting.
azhirnov
2020-11-05
1
-0
/
+6
|
*
added ray tracing implementation for dx12 and vulkan
azhirnov
2020-10-28
1
-3
/
+18
|
*
Added dummy implementation for D3D11, D3D12, OpenGL
azhirnov
2020-10-04
1
-0
/
+15
*
|
Added IDeviceContext::GetFrameNumber() method (API )
assiduous
2020-12-03
1
-2
/
+0
|
/
*
use NUM_SHADER_TYPES constant instead of magic number, use std::array instead...
azhirnov
2020-09-16
1
-3
/
+0
*
Merge branch 'master' into mesh_shader
azhirnov
2020-08-19
1
-2
/
+20
|
\
|
*
Implemented unified render pass attachment state updates within subpasses and...
assiduous
2020-08-08
1
-1
/
+1
|
*
D3D12 backend: implemented render pass attachment state transitons
assiduous
2020-08-08
1
-1
/
+1
|
*
Initial implementation of render passes in D3D12
assiduous
2020-08-08
1
-0
/
+7
|
*
Updated EndRenderPass to optionally update resource states
assiduous
2020-08-02
1
-1
/
+1
|
*
Base implementation of BeginRenderPass/NextSubpass/EndRenderPass methods
assiduous
2020-08-02
1
-2
/
+4
|
*
Added BeginRenderPass, NextSubpass, and EndRenderPass device context methods
assiduous
2020-08-02
1
-0
/
+9
*
|
Added mesh shader
azhirnov
2020-08-11
1
-0
/
+5
|
/
*
Added API function call type specification to fix c/c++ mismatch on x86 MSVC
assiduous
2020-01-29
1
-79
/
+94
*
Renamed .h -> .hpp in GraphicsEngineNextGenBase and GraphicsEngineD3D12 projects
assiduous
2020-01-26
1
-1
/
+1
*
Renamed .h -> .hpp in GraphicsEngine, GraphicsEngineD3DBase, GraphicsEningeD3...
assiduous
2020-01-26
1
-0
/
+404