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