chyyran
624a749098
d3d12: allocate framebuffers
2023-02-01 02:08:50 -05:00
chyyran
c28e5195c2
d3d12: texture infrastructure
2023-02-01 02:08:50 -05:00
chyyran
17203692f0
d3d12: make framebuffer
2023-02-01 02:08:50 -05:00
chyyran
22599285d3
d3d12: load vertex buffers
2023-02-01 02:08:50 -05:00
chyyran
c2bef7f985
d3d12: upload shaders
2023-02-01 02:08:50 -05:00
chyyran
53e3732a93
d3d12: complete mipmapper
2023-02-01 02:08:50 -05:00
chyyran
48e5a8a149
d3d12: build mipmapper shader
2023-02-01 02:08:50 -05:00
chyyran
d7da5c175f
dx12: mipmap stuff
2023-02-01 02:08:50 -05:00
chyyran
8bb02d31e9
d3d12: sketch out mipmap gen
2023-02-01 02:08:50 -05:00
chyyran
56538dbfbf
d3d12: load lut texture data
2023-02-01 02:08:50 -05:00
chyyran
9a3ce029d7
d3d12: partially implement lut texture
2023-02-01 02:08:50 -05:00
chyyran
2f82c5f430
d3d12: implement sampler palette
2023-02-01 02:08:50 -05:00
chyyran
4dc34fceb2
d3d12: try to do desc heaps
2023-02-01 02:08:50 -05:00
chyyran
92c9836985
d3d12: try to do desc heaps
2023-02-01 02:08:50 -05:00
chyyran
0ceb70d799
d3d12: take hello triangle from windows-rs
2023-02-01 02:08:50 -05:00
chyyran
599c21e06a
vk: fix bad imports
2023-01-31 01:27:37 -05:00
chyyran
82ad516db0
d3d11/vk: render intermediate passes with identity matrix
2023-01-31 00:53:55 -05:00
chyyran
b996d60e9b
test(d3d11): make args test harness
2023-01-30 19:48:54 -05:00
chyyran
6cb2859058
presets: default to nearest neighbour scaling for presets with unspecified filter
2023-01-30 19:30:47 -05:00
chyyran
18e1f758cd
rt: apply filter settings before drawing frame
2023-01-30 19:30:23 -05:00
chyyran
da2fb7adca
vk: make choice of render pass format dependent on the shader
2023-01-30 01:31:14 -05:00
chyyran
b7a44f25f3
chore: Release
2023-01-29 22:49:26 -05:00
chyyran
abcd3bdc24
d3d11: set the proper sampler for each pass input
2023-01-29 22:19:08 -05:00
chyyran
b861ba6711
doc: clarify license terms
2023-01-29 21:59:27 -05:00
chyyran
964da2874c
fmt: format pass
2023-01-29 21:31:38 -05:00
chyyran
92caad292c
runtime: scale output framebuffers according to the previous inputs rather than original size.
2023-01-29 21:26:11 -05:00
chyyran
3c13dc8277
test(d3d11): allow hello_triangle to take image as input
2023-01-29 21:19:18 -05:00
chyyran
2d6a967c7f
d3d11: generate mipmaps for inputs if requested
2023-01-29 19:04:34 -05:00
chyyran
8b6481abc1
fmt: run clippy and rustfmt
2023-01-29 02:30:58 -05:00
Ronny Chan
dffea95370
reflect: allow binding uniform names to both UBO and Push Constants ( #4 )
2023-01-29 01:57:09 -05:00
chyyran
c3aecd336b
vk: remove debug from hello triangle example
2023-01-29 01:25:22 -05:00
chyyran
8ea989514d
binding: test for BindUniform before writing to buffer
2023-01-29 01:23:54 -05:00
chyyran
b0dde6eda2
d3d11/vk: fix default mvp
2023-01-28 13:11:14 -05:00
chyyran
43b7d6fb53
preprocess: support latin-1 encoding
2023-01-28 11:58:59 -05:00
chyyran
b5ce7ce30d
tests: add imgui example for dx11
...
Currently only dx11 is available for testing but plan is to verify correctness of bindings with others.
2023-01-28 03:07:56 -05:00
chyyran
3db4c332eb
chore: Release
2023-01-28 01:50:33 -05:00
chyyran
7900f8538e
capi: swap width and height back
2023-01-27 18:17:35 -05:00
chyyran
1e99c169db
d3d11: rebind vertices each pass
2023-01-27 01:22:53 -05:00
chyyran
07944f9c29
doc(capi): fix d3d11 param docs
2023-01-27 00:40:48 -05:00
chyyran
cc97be6a0c
d3d11: default to -O3 for compiling shaders
2023-01-27 00:27:06 -05:00
chyyran
3d0bdd0eac
test: update slang-shaders repo
2023-01-27 00:07:12 -05:00
chyyran
51d112fb7d
examples: add another d3d11 c++ example
2023-01-26 23:47:27 -05:00
chyyran
4aa0e4450f
examples: add d3d11 c++ examples
2023-01-26 23:18:10 -05:00
chyyran
cdf94cee1f
capi(d3d11): Don't drop passed in COM pointers
2023-01-26 23:12:56 -05:00
chyyran
cb614319ff
doc: clarify that static linking is possible not but officially supported
2023-01-26 19:14:38 -05:00
chyyran
8e67c637a5
capi: fix pointer type bindings for D3D11
2023-01-26 19:05:48 -05:00
Ronny Chan
62b0d590ad
capi: fix loader PFN type renames
2023-01-26 10:14:21 -05:00
chyyran
fb827b7c24
vk: reallow usage of render passes for environments where dynamic rendering is not available
...
This implementation is greatly simplified compared to the older implementation where framebuffers were attached to output targets. Instead, the graphics pipeline object will create new framebuffers on the fly. The suggestion is still to use dynamic rendering for best performance.
2023-01-25 23:45:10 -05:00
chyyran
9397233a0c
reflect: don't need error trait bound
2023-01-21 15:47:52 -05:00
chyyran
5d4eafe3bf
deps: upgrade deps
2023-01-21 14:31:57 -05:00