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* Removed duplicate code from unbinding incompatible signatures logic in D3D11,...assiduous2021-03-191-21/+1
* PipelineResourceSignatureD3D11Impl: reworked resource allocationassiduous2021-03-192-2/+9
* GL backend: fixed issue with immutable sampler stages in default signature wi...assiduous2021-03-191-2/+18
* code cleanupazhirnov2021-03-1912-13/+0
* Added DrawMeshIndirectCount command.azhirnov2021-03-192-0/+7
* Added inline ray tracing & trace rays indirect command.azhirnov2021-03-193-3/+14
* Refactored D3D11 resource cacheassiduous2021-03-191-2/+3
* Unified fence implementations in all backendsassiduous2021-03-192-17/+3
* Renamed Align to AlignUpassiduous2021-03-191-1/+1
* Direct3D11: added resource signatureazhirnov2021-03-191-1/+1
* Some minor/cosmetic changesassiduous2021-03-193-24/+16
* Updated resource binding validationassiduous2021-03-193-58/+64
* Moved duplicate buffer mode validation logic to ShaderResourceVariableBase.hppassiduous2021-03-191-53/+40
* Moved duplicate shader variable functionality to ShaderVariableBaseassiduous2021-03-192-112/+24
* Unified implementation of IPipelineResourceSignature::IsCompatibleWithassiduous2021-03-192-44/+0
* Unified PRS hash calculationassiduous2021-03-193-35/+19
* Renamed Texture*_OGL to Texture*_GLassiduous2021-03-1917-346/+346
* GL backend: some code improvementsassiduous2021-03-1911-233/+238
* Moved ProcessSignatureResources method to PipelineResourceSignatureBaseassiduous2021-03-192-87/+33
* Removed unused ShaderVariableManagerGL::dvpVerifyBindingsassiduous2021-03-194-94/+3
* Reworked samplers handling in OpenGLassiduous2021-03-194-105/+104
* Resource singature: moved allocation of static resource cache and var manager...assiduous2021-03-191-13/+7
* ShaderResourceBinding{D3D12, Vk, GL} - removed the remaining duplicate codeassiduous2021-03-193-30/+3
* Unified implementations of SRB in D3D12, Vk and GLassiduous2021-03-192-112/+20
* Moved m_SRBMemAllocator to PipelineResourceSignatureBaseassiduous2021-03-192-10/+1
* Unified implementation of InitializeStaticSRBResources in D3D12, Vk and GL ba...assiduous2021-03-192-14/+1
* Vk backend: reorganized headers; removed PRS methods implemented in PipelineR...assiduous2021-03-192-0/+2
* OpenGL backend: reorganized headers, removed signature methods implemented by...assiduous2021-03-1944-185/+229
* Replaced duplicate CacheContentType enums with the common ResourceCacheConten...assiduous2021-03-193-13/+8
* Reworked non-separable programs in GL; added more PSO and PRS validationassiduous2021-03-193-75/+19
* Unified resource signature handling by pipeline state in D3D12, Vk and GLassiduous2021-03-192-70/+22
* Moved GetResourceAttribution() function to PipelineStateBase to eliminate dup...assiduous2021-03-195-111/+50
* Reworked FenceGLImpl to use std::atomicassiduous2021-03-192-10/+22
* OpenGL backend: updated resource binding procedureassiduous2021-03-1910-237/+242
* Enabled pipeline resource validation in release buildassiduous2021-03-192-29/+28
* Unified CreateShaderResourceBinding in D3D12, Vk and GL signaturesassiduous2021-03-191-6/+1
* Moved static variable cache and managers to PipelineResourceSignatureBaseassiduous2021-03-196-64/+25
* Refactored passing template arguments to base classesassiduous2021-03-1918-101/+149
* OpenGL: added SRB memory allocator, some minor improvementsazhirnov2021-03-1912-293/+261
* Unified device object creation in D3D12, Vulkan and OpenGLassiduous2021-03-196-154/+84
* GL backend: some cosmetic code changesassiduous2021-03-1911-102/+103
* OpenGL: added resource signatureazhirnov2021-03-1930-2003/+3236
* Few minor updates to PSO implsassiduous2021-03-191-2/+2
* Reworked ExecuteCommandList(s) to take multiple command lists instead of oneassiduous2021-02-072-3/+5
* Updated copyright noticeassiduous2021-01-0185-85/+85
* PSO initialization: updated shader stage initializationassiduous2020-12-232-34/+21
* Merge branch 'azhirnov-ray_tracing_2'assiduous2020-12-158-9/+120
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| * Merge branch 'master' into ray_tracing_2azhirnov2020-11-251-7/+10
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| * \ Merge branch 'master' into ray_tracing_2azhirnov2020-11-181-1/+1
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| * | | D3D12 resource binding refactoring, rename LinearAllocator to FixedLinearAllo...azhirnov2020-11-162-3/+3