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path: root/Graphics/GraphicsEngineD3D12/include/ShaderResourceBindingD3D12Impl.hpp (follow)
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* code cleanupazhirnov2021-03-191-3/+0
* Unified implementations of SRB in D3D12, Vk and GLassiduous2021-03-191-16/+0
* Implemented common PRS methods directly in PipelineResourceSignatureBase; ref...assiduous2021-03-191-4/+7
* Refactored passing template arguments to base classesassiduous2021-03-191-2/+2
* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-191-1/+1
* Added IShaderResourceBinding::StaticResourcesInitialized methodassiduous2021-03-191-6/+1
* Replaced InitializeStaticResources and InitializeStaticResourcesWithSignature...assiduous2021-03-191-2/+0
* Reworked ShaderResourceBindingVkImpl and ShaderResourceBindingD3D12Impl: move...assiduous2021-03-191-13/+2
* merged with resource_signatureazhirnov2021-03-191-13/+9
* Updated copyright noticeassiduous2021-01-011-1/+1
* D3D12 backend: a bunch of cosmetic updates + made dynamic buffer allocation d...assiduous2020-12-211-1/+1
* A number of updates/fixes to PSO refactor mergeassiduous2020-10-281-0/+1
* PSO refactoring for ray tracingazhirnov2020-10-251-1/+1
* Improved exception safety of SRB object creationassiduous2020-10-201-0/+2
* Few minor (mostly cosmetic) updates to SRB and PSO implementationsassiduous2020-09-181-2/+4
* Updated ShaderResourceBindingBase: using PSO implementation type for the poin...assiduous2020-09-181-5/+7
* Refactored internal shader resouce variable indexingassiduous2020-09-181-4/+4
* use NUM_SHADER_TYPES constant instead of magic number, use std::array instead...azhirnov2020-09-161-3/+3
* 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 MSVCassiduous2020-01-291-6/+6
* Renamed .h -> .hpp in GraphicsEngine, GraphicsEngineD3DBase, GraphicsEningeD3...assiduous2020-01-261-0/+88