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path: root/Graphics/GraphicsEngineD3D12/src/PipelineStateD3D12Impl.cpp (follow)
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* Direct3D11: added BindPointsD3D11 instead of TBindPoints and TBindPointsAndAc...azhirnov2021-03-191-57/+0
* Updated resource binding validationassiduous2021-03-191-0/+3
* D3D12 backend: more header organizingassiduous2021-03-191-2/+4
* Implemented common PRS methods directly in PipelineResourceSignatureBase; ref...assiduous2021-03-191-2/+2
* Unified resource signature handling by pipeline state in D3D12, Vk and GLassiduous2021-03-191-29/+18
* Moved GetResourceAttribution() function to PipelineStateBase to eliminate dup...assiduous2021-03-191-23/+0
* Enabled pipeline resource validation in release buildassiduous2021-03-191-7/+10
* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-191-8/+2
* OpenGL: added resource signatureazhirnov2021-03-191-1/+1
* Unified pipeline resource compatibility validation in D3D12 and Vk; added mor...assiduous2021-03-191-47/+6
* Removed mutable fields from ResourceBindingMapazhirnov2021-03-191-1/+8
* RunTimeResourceArray: added constant buffersassiduous2021-03-191-4/+5
* Fixed few issues with run-time sized arrays in D3D12; enabled test.assiduous2021-03-191-1/+1
* Added test for input attachments in the resource signature; fixed few issues ...assiduous2021-03-191-1/+4
* Few updates to PipelineStateVkImpl and PipelineStateD3D12Implassiduous2021-03-191-27/+33
* Reworked PSO intialization to allow shader resources be combined when defined...assiduous2021-03-191-64/+48
* D3D12 backend: added extra validation of pipeline resource signature resource...assiduous2021-03-191-1/+2
* Reworked ShaderResourceCacheD3D12 to keep track of bound dynamic root buffer ...assiduous2021-03-191-16/+1
* D3D12 backend: updated dynamic root buffers counting plus added counter valid...assiduous2021-03-191-1/+16
* Few updates to DeviceContextD3D12Implassiduous2021-03-191-0/+25
* Implemented committed resource validation in d3d12assiduous2021-03-191-99/+161
* Reworked shader resource binding remapping in d3d12; updated PipelineStateD3D...assiduous2021-03-191-160/+142
* D3D12: reworked formatted buffer SRVs to be allocated as root viewsassiduous2021-03-191-8/+0
* Removed duplicates of FindAssignedSampler and FindImmutableSampler functionsassiduous2021-03-191-1/+3
* fixed some bugs in dx12 resource signatureazhirnov2021-03-191-23/+105
* Reworked D3D12 resource signatures to not rely on fixed MAX_SPACES_PER_SIGNAT...assiduous2021-03-191-8/+16
* Few minor updates to PSO implsassiduous2021-03-191-2/+2
* bug fixes for dx12 resource signatureazhirnov2021-03-191-12/+52
* PSO small refactoringazhirnov2021-03-191-9/+0
* Refactored RootParamsManagerassiduous2021-03-191-1/+1
* merged with resource_signatureazhirnov2021-03-191-441/+390
* Updated copyright noticeassiduous2021-01-011-1/+1
* D3D12 and VK backends: disabled bound resources validation in TransitionShade...assiduous2021-01-011-7/+9
* Improvements for mesh shader & ray tracing (#180)Zhirnov Andrey2020-12-291-1/+1
* D3D12 and Vk backends: few minor code improvementsassiduous2020-12-251-0/+1
* D3D12 backend: reworked immutable sampler initializationassiduous2020-12-251-11/+6
* D3D12 backend: fixed few potential issues with immutable sample intialization...assiduous2020-12-241-4/+7
* Some more updates to D3D12 PSO and ShaderResourceLayoutVkassiduous2020-12-241-25/+27
* PSO initialization: updated shader stage initializationassiduous2020-12-231-3/+20
* Vulkan backend: few updates to shader resource layout initializationassiduous2020-12-211-3/+1
* ShaderResourceLayoutD3D12: more debug validation plus few more minor improvem...assiduous2020-12-211-22/+14
* ShaderResourceLayoutD3D12: fixed problem with static resources for ray tracin...assiduous2020-12-201-16/+14
* ShaderResourceLayoutD3D12: updated error message for inconsistent variables i...assiduous2020-12-191-7/+7
* Some updates in D3D12 backend (DXIL patching, PSO initialization)assiduous2020-12-191-82/+68
* some improvements for ray tracingazhirnov2020-12-091-5/+1
* Added RootSignatureBuilder, some fixed for vulkan ray tracingazhirnov2020-11-251-13/+18
* Removed SWAP_CHAIN_USAGE_UNORDERED_ACCESS, fixed shader group checksazhirnov2020-11-181-2/+2
* Some fixes for PSOazhirnov2020-11-161-1/+3
* D3D12 resource binding refactoring, rename LinearAllocator to FixedLinearAllo...azhirnov2020-11-161-79/+49
* remap resource binding for DirectX 12azhirnov2020-11-121-0/+91