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path: root/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp (follow)
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* Removed duplicate code from unbinding incompatible signatures logic in D3D11,...assiduous2021-03-191-21/+1
* Added DrawMeshIndirectCount command.azhirnov2021-03-191-0/+5
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-191-0/+5
* Direct3D11: added resource signatureazhirnov2021-03-191-1/+1
* Renamed Texture*_OGL to Texture*_GLassiduous2021-03-191-5/+5
* OpenGL backend: reorganized headers, removed signature methods implemented by...assiduous2021-03-191-6/+8
* Moved GetResourceAttribution() function to PipelineStateBase to eliminate dup...assiduous2021-03-191-2/+2
* OpenGL backend: updated resource binding procedureassiduous2021-03-191-198/+15
* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-191-3/+3
* OpenGL: added resource signatureazhirnov2021-03-191-100/+172
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-071-1/+2
* Updated copyright noticeassiduous2021-01-011-1/+1
* Merge branch 'azhirnov-ray_tracing_2'assiduous2020-12-151-0/+35
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| * Added support for local root signature & shader record.azhirnov2020-11-051-2/+2
| * Added AS copy with compacting.azhirnov2020-11-051-0/+10
| * Merge branch 'master' into ray_tracingazhirnov2020-10-251-3/+3
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| * | Added dummy implementation for D3D11, D3D12, OpenGLazhirnov2020-10-041-0/+25
* | | Added IDeviceContext::GetFrameNumber() method (API )assiduous2020-12-031-0/+1
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* | Added GraphicsPipelineCreateInfo and ComputePipelineCreateInfo instead of sin...azhirnov2020-10-151-3/+3
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* Unified staging buffer offset processing in Vulkan and GLassiduous2020-10-011-23/+13
* A bunch of random updatesassiduous2020-09-091-1/+6
* Merge branch 'master' into mesh_shaderazhirnov2020-08-311-4/+27
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| * Fixed iOS build issueassiduous2020-08-271-0/+4
| * Implemented duration queries in Vulkanassiduous2020-08-271-1/+5
| * Merged masterassiduous2020-08-271-0/+2
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| | * Fixed GLES query function namesassiduous2020-08-251-0/+2
| * | Enabled duration queries in GL backendassiduous2020-08-251-0/+10
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| * Enabled loading of timer query GL functions on Androidassiduous2020-08-251-6/+9
* | Merge branch 'master' into mesh_shaderazhirnov2020-08-251-5/+87
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| * GL backend: committing GL program or pipeline in SetPipelineState functionassiduous2020-08-201-0/+11
| * GL backend: implemented render passes attachment invalidation with glInvalida...assiduous2020-08-201-5/+75
| * D3D11 backend: reworked subpass transitons to fix the issue with render targe...assiduous2020-08-201-0/+1
* | Merge branch 'master' into mesh_shaderazhirnov2020-08-191-24/+177
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| * GL backend: a number of minor updatesassiduous2020-08-151-24/+24
| * OpenGL backend: added required memory barriers for framebuffer attachmentsassiduous2020-08-111-9/+29
| * OpenGL backend: enabled handling of default framebuffer in render passesassiduous2020-08-111-10/+20
| * Implemented render pass MS resolve in OpenGLassiduous2020-08-111-2/+41
| * Initial implementation of render passes in GL backendassiduous2020-08-111-3/+51
| * Implemented unified render pass attachment state updates within subpasses and...assiduous2020-08-081-2/+2
| * Treating subpass render target and depth stencil attachments as current RT an...assiduous2020-08-071-0/+8
| * Added more renderpass-related checksassiduous2020-08-051-0/+11
| * Updated EndRenderPass to optionally update resource statesassiduous2020-08-021-2/+2
| * Base implementation of BeginRenderPass/NextSubpass/EndRenderPass methodsassiduous2020-08-021-0/+3
| * Added BeginRenderPass, NextSubpass, and EndRenderPass device context methodsassiduous2020-08-021-0/+14
* | Added mesh shaderazhirnov2020-08-111-1/+11
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* Improved swap chain resize handling on Androidassiduous2020-04-271-0/+1
* Added Texture uploader test plus fixed a bunch of issuesassiduous2020-04-091-0/+2
* Renamed _DEBUG and DEVELOPMENT macros to DILGENT_DEBUG and DILIGENT_DEVELOPMENTassiduous2020-03-261-3/+3
* More .h -> .hpp renamingsassiduous2020-01-261-1/+1
* Renamed .h -> .hpp in GraphicsEngineNextGenBase and GraphicsEngineD3D12 projectsassiduous2020-01-261-15/+15