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* Fixed Win SDK 17763 build issuesassiduous2021-03-191-0/+6
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* PipelineResourceSignatureD3D11Impl: reworked resource allocationassiduous2021-03-191-4/+15
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* Some more code improvemnts in D3D11 backendassiduous2021-03-191-1/+1
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* code cleanupazhirnov2021-03-1914-18/+1
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* Added DrawMeshIndirectCount command.azhirnov2021-03-193-30/+57
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* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-193-16/+105
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* Reworked CommandListBase to use EngineImplTraits like the rest of the base ↵assiduous2021-03-192-5/+7
| | | | classes
* Renamed Align to AlignUpassiduous2021-03-192-4/+4
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* Direct3D11: added BindPointsD3D11 instead of TBindPoints and ↵azhirnov2021-03-192-58/+1
| | | | | | | TBindPointsAndActiveBits, GetShaderResourceTypeAndFlags moved to D3DBase, added DvpVerifySRBResources() and DvpValidateCommittedResource()
* Updated resource binding validationassiduous2021-03-192-10/+16
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* Moved duplicate buffer mode validation logic to ShaderResourceVariableBase.hppassiduous2021-03-191-8/+13
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* Moved duplicate shader variable functionality to ShaderVariableBaseassiduous2021-03-192-42/+6
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* D3D12 backend: moved resource binding logic to shader variable mangerassiduous2021-03-194-467/+471
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* Unified implementation of IPipelineResourceSignature::IsCompatibleWithassiduous2021-03-193-36/+1
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* Unified PRS hash calculationassiduous2021-03-193-34/+23
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* Moved ProcessSignatureResources method to PipelineResourceSignatureBaseassiduous2021-03-192-40/+18
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* Resource singature: moved allocation of static resource cache and var ↵assiduous2021-03-191-11/+6
| | | | managers to PipelineResourceSignatureBase
* ShaderResourceBinding{D3D12, Vk, GL} - removed the remaining duplicate codeassiduous2021-03-193-32/+3
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* Unified implementations of SRB in D3D12, Vk and GLassiduous2021-03-192-105/+22
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* Moved m_SRBMemAllocator to PipelineResourceSignatureBaseassiduous2021-03-192-9/+1
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* Unified implementation of InitializeStaticSRBResources in D3D12, Vk and GL ↵assiduous2021-03-192-12/+0
| | | | backends
* D3D12 backend: more header organizingassiduous2021-03-1935-42/+72
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* Implemented common PRS methods directly in PipelineResourceSignatureBase; ↵assiduous2021-03-1945-199/+263
| | | | refactored include dependencies in D3D12 backend
* Replaced duplicate CacheContentType enums with the common ↵assiduous2021-03-195-35/+33
| | | | ResourceCacheContentType
* Reworked non-separable programs in GL; added more PSO and PRS validationassiduous2021-03-193-7/+10
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* Unified resource signature handling by pipeline state in D3D12, Vk and GLassiduous2021-03-192-41/+19
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* Moved GetResourceAttribution() function to PipelineStateBase to eliminate ↵assiduous2021-03-193-69/+6
| | | | duplication
* Enabled pipeline resource validation in release buildassiduous2021-03-192-10/+11
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* Unified CreateShaderResourceBinding in D3D12, Vk and GL signaturesassiduous2021-03-191-5/+1
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* Moved static variable cache and managers to PipelineResourceSignatureBaseassiduous2021-03-193-60/+24
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* Refactored passing template arguments to base classesassiduous2021-03-1921-103/+165
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* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-195-18/+9
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* Unified device object creation in D3D12, Vulkan and OpenGLassiduous2021-03-192-167/+64
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* OpenGL: added resource signatureazhirnov2021-03-192-3/+3
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* Unified pipeline resource compatibility validation in D3D12 and Vk; added ↵assiduous2021-03-191-47/+6
| | | | more PRS creation failure tests
* Removed mutable fields from ResourceBindingMapazhirnov2021-03-192-3/+14
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* RunTimeResourceArray: added constant buffersassiduous2021-03-191-4/+5
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* Fixed few issues with run-time sized arrays in D3D12; enabled test.assiduous2021-03-191-1/+1
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* Added resource signature creation failure test; fxied validation of resource ↵assiduous2021-03-191-1/+4
| | | | flags.
* Added test for input attachments in the resource signature; fixed few issues ↵assiduous2021-03-194-2/+8
| | | | in D3D12
* Few minor updates to DeviceContextD3D12Implassiduous2021-03-192-5/+8
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* PipelineResourceSignatureD3D12Impl: updated immutable samplers handling plus ↵assiduous2021-03-193-242/+236
| | | | resource binding refactoring
* Few updates to PipelineStateVkImpl and PipelineStateD3D12Implassiduous2021-03-191-27/+33
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* Reworked PSO intialization to allow shader resources be combined when ↵assiduous2021-03-191-64/+48
| | | | defined through Desc.ResourceLayout
* some fixes and improvements for D3D12 & Vulkanazhirnov2021-03-191-2/+5
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* D3D12 backend: added extra validation of pipeline resource signature ↵assiduous2021-03-194-9/+75
| | | | resources and samplers
* Few updates to RenderDeviceD3D12Implassiduous2021-03-192-28/+40
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* Few updated to RootParamsManager, RootSignatureD3D12, and ↵assiduous2021-03-197-47/+122
| | | | ShaderResourceCacheD3D12
* PipelineResourceSignatureD3D12Impl: added bound buffer view mode validationassiduous2021-03-191-3/+7
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* Reworked ShaderVariableVkImpl and ShaderVariableD3D12Impl: removed some ↵assiduous2021-03-197-156/+82
| | | | duplicate code