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