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16 Commits

Author SHA1 Message Date
Caleb Cornett 33751db045 Remove spirv-cross, take HLSL files as shader module input, update vertex format ABI 2022-03-20 18:24:23 -04:00
cosmonaut f9f5e91001 vertex format changes 2022-03-20 18:24:23 -04:00
cosmonaut 6da471f9ef 1.4.0 2022-03-20 18:24:23 -04:00
cosmonaut 8ec7705949 remove lineWidth from RasterizerState 2022-03-20 18:24:23 -04:00
cosmonaut f205c26075 conditional spirv cross build 2022-03-14 23:02:23 -07:00
Caleb Cornett 25847c38a2 Update CMakeLists to include SPIRV-Cross 2022-03-14 19:07:26 -04:00
Caleb Cornett 05d200c7fa First pass at CreateBuffer, SetBufferData, QueueDestroyBuffer, CreateGraphicsPipeline, QueueDestroyGraphicsPipeline, DrawPrimitives, and setting default viewport/scissor rects on render passes 2022-03-13 23:42:35 -04:00
Caleb Cornett 5529a4a9ae Actually, just bake the spirv-cross source files into the Refresh VS project directly 2022-03-12 01:22:19 -05:00
Caleb Cornett 0137503ec3 Added SPIRV-Cross as a submodule. Implemented CreateShaderModule and QueueDestroyShaderModule 2022-03-12 01:18:31 -05:00
Caleb Cornett 4a1e4a49a8 Removed D3D11_Clear, added pWidth/pHeight to AcquireSwapchainImage, fixed(?) threading crash with swapchain Present 2022-03-11 18:17:35 -05:00
Caleb Cornett e44aee7101 Implemented Clear, fleshed out D3D11Texture, added depth-stencil clear support in BeginRenderPass 2022-03-10 23:37:57 -05:00
Caleb Cornett f638e05ed1 Added mutexes for command buffer acquisition and command list execution 2022-03-10 23:37:57 -05:00
Caleb Cornett 56ebde7567 Started work on BeginRenderPass, enough to get a clear screen! 2022-03-10 23:37:57 -05:00
Caleb Cornett 40b6ec0e91 Swapchain creation, resizing, and destruction 2022-03-10 23:37:57 -05:00
Caleb Cornett 93848a79ec Free the actual renderer and Refresh device when destroying the device 2022-03-10 23:37:57 -05:00
Caleb Cornett 77acc3c47a Device setup/teardown + Command buffer acquisition and submission 2022-03-10 23:37:57 -05:00

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