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* Fixed Win SDK 17763 build issuesassiduous2021-03-191-0/+6
* code cleanupazhirnov2021-03-1914-18/+1
* Added DrawMeshIndirectCount command.azhirnov2021-03-192-6/+14
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-191-5/+10
* Reworked CommandListBase to use EngineImplTraits like the rest of the base cl...assiduous2021-03-192-5/+7
* Moved duplicate shader variable functionality to ShaderVariableBaseassiduous2021-03-191-32/+5
* D3D12 backend: moved resource binding logic to shader variable mangerassiduous2021-03-192-17/+24
* Unified implementation of IPipelineResourceSignature::IsCompatibleWithassiduous2021-03-191-11/+0
* Unified PRS hash calculationassiduous2021-03-192-2/+19
* Moved ProcessSignatureResources method to PipelineResourceSignatureBaseassiduous2021-03-191-7/+0
* ShaderResourceBinding{D3D12, Vk, GL} - removed the remaining duplicate codeassiduous2021-03-191-3/+1
* Unified implementations of SRB in D3D12, Vk and GLassiduous2021-03-191-16/+0
* Moved m_SRBMemAllocator to PipelineResourceSignatureBaseassiduous2021-03-191-7/+0
* Unified implementation of InitializeStaticSRBResources in D3D12, Vk and GL ba...assiduous2021-03-191-2/+0
* D3D12 backend: more header organizingassiduous2021-03-1911-13/+7
* Implemented common PRS methods directly in PipelineResourceSignatureBase; ref...assiduous2021-03-1926-162/+202
* Replaced duplicate CacheContentType enums with the common ResourceCacheConten...assiduous2021-03-192-13/+12
* Unified resource signature handling by pipeline state in D3D12, Vk and GLassiduous2021-03-191-12/+1
* Moved GetResourceAttribution() function to PipelineStateBase to eliminate dup...assiduous2021-03-191-45/+5
* Enabled pipeline resource validation in release buildassiduous2021-03-191-3/+1
* Moved static variable cache and managers to PipelineResourceSignatureBaseassiduous2021-03-192-4/+8
* Refactored passing template arguments to base classesassiduous2021-03-1919-102/+162
* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-194-10/+7
* Unified device object creation in D3D12, Vulkan and OpenGLassiduous2021-03-191-5/+44
* OpenGL: added resource signatureazhirnov2021-03-191-2/+2
* Few minor updates to DeviceContextD3D12Implassiduous2021-03-191-1/+1
* some fixes and improvements for D3D12 & Vulkanazhirnov2021-03-191-2/+5
* D3D12 backend: added extra validation of pipeline resource signature resource...assiduous2021-03-191-5/+3
* Few updates to RenderDeviceD3D12Implassiduous2021-03-191-7/+22
* Few updated to RootParamsManager, RootSignatureD3D12, and ShaderResourceCache...assiduous2021-03-193-24/+87
* Reworked ShaderVariableVkImpl and ShaderVariableD3D12Impl: removed some dupli...assiduous2021-03-192-64/+48
* Some updates to ShaderVariableD3D12assiduous2021-03-192-55/+30
* Added IShaderResourceBinding::StaticResourcesInitialized methodassiduous2021-03-191-6/+1
* Replaced InitializeStaticResources and InitializeStaticResourcesWithSignature...assiduous2021-03-192-3/+3
* Reworked ShaderResourceBindingVkImpl and ShaderResourceBindingD3D12Impl: move...assiduous2021-03-192-14/+3
* Improved paramter packing for CommitRootTables and CommitRootViews methods of...assiduous2021-03-191-14/+13
* Reworked ShaderResourceCacheD3D12 to keep track of bound dynamic root buffer ...assiduous2021-03-193-42/+83
* D3D12 backend: updated dynamic root buffers counting plus added counter valid...assiduous2021-03-192-5/+2
* Few updates to DeviceContextD3D12Implassiduous2021-03-192-9/+8
* Implemented committed resource validation in d3d12assiduous2021-03-193-30/+65
* Reworked shader resource binding remapping in d3d12; updated PipelineStateD3D...assiduous2021-03-193-39/+56
* Refactored D3D12 shader resource cache and descriptor table handlingassiduous2021-03-195-217/+131
* Reworked PipelineResourceSignatureD3D12Impl::CommitRootViewsassiduous2021-03-191-0/+2
* D3D12 backend: moved resource state transition logic from PipelineResourceSig...assiduous2021-03-192-14/+56
* Unified static resource methods in PipelineResourceSignatureVkImpl and Pipeli...assiduous2021-03-191-2/+2
* Moved duplicate static resources logic from PipelineResourceSignatureD3D12Imp...assiduous2021-03-191-11/+4
* PipelineResourceSignatureD3D12Impl: some refactoringassiduous2021-03-192-10/+23
* D3D12 backend: some code cleanupassiduous2021-03-1911-20/+18
* Reworked CommandQueueD3D12Impl and CommandQueueVkImpl to use atomicsassiduous2021-03-191-3/+4
* Refactored implementation of state tranistions in D3D12 backendassiduous2021-03-191-14/+14