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16 Commits

Author SHA1 Message Date
Caleb Cornett 2a9dbc963a Remove spirv-cross, take HLSL files as shader module input, update vertex format ABI 2022-03-20 18:25:19 -04:00
cosmonaut 0d8e1590d5 conditional spirv cross build 2022-03-20 18:25:19 -04:00
Caleb Cornett bca9d1e533 Update CMakeLists to include SPIRV-Cross 2022-03-20 18:25:19 -04:00
Caleb Cornett bd8276b0ea First pass at CreateBuffer, SetBufferData, QueueDestroyBuffer, CreateGraphicsPipeline, QueueDestroyGraphicsPipeline, DrawPrimitives, and setting default viewport/scissor rects on render passes 2022-03-20 18:25:19 -04:00
Caleb Cornett 67ac5987af Actually, just bake the spirv-cross source files into the Refresh VS project directly 2022-03-20 18:25:19 -04:00
Caleb Cornett bb98f42839 Added SPIRV-Cross as a submodule. Implemented CreateShaderModule and QueueDestroyShaderModule 2022-03-20 18:25:19 -04:00
Caleb Cornett 107c94b6e9 Removed D3D11_Clear, added pWidth/pHeight to AcquireSwapchainImage, fixed(?) threading crash with swapchain Present 2022-03-20 18:25:19 -04:00
Caleb Cornett 5315e1c435 Implemented Clear, fleshed out D3D11Texture, added depth-stencil clear support in BeginRenderPass 2022-03-20 18:25:19 -04:00
Caleb Cornett d6ccca3dc3 Added mutexes for command buffer acquisition and command list execution 2022-03-20 18:25:19 -04:00
Caleb Cornett 3175f20db6 Started work on BeginRenderPass, enough to get a clear screen! 2022-03-20 18:25:19 -04:00
Caleb Cornett 9bdad47a36 Swapchain creation, resizing, and destruction 2022-03-20 18:25:19 -04:00
Caleb Cornett 387addd67d Free the actual renderer and Refresh device when destroying the device 2022-03-20 18:25:19 -04:00
Caleb Cornett 4dc3d4c45c Device setup/teardown + Command buffer acquisition and submission 2022-03-20 18:25:19 -04:00
cosmonaut f0b970496e vertex format changes 2022-03-17 14:41:16 -07:00
cosmonaut 38d14fd99d 1.4.0 2022-03-14 10:54:32 -07:00
cosmonaut 4bba0f99f9 remove lineWidth from RasterizerState 2022-03-14 10:43:01 -07:00

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