170 Commits

Author SHA1 Message Date
Józef Kucia
c41ad774de libs/vkd3d: Implement UAV barriers. 2016-10-19 16:39:48 +02:00
Józef Kucia
0944475c6a libs/vkd3d: Implement transition barriers. 2016-10-19 16:39:48 +02:00
Józef Kucia
f2c980af56 libs/vkd3d: Validate resource state for resource barriers. 2016-10-19 16:39:48 +02:00
Henri Verbeet
e0ba2fd2d3 libs/vkd3d: Export a function to get the Vulkan queue from a d3d12 command queue. 2016-10-19 10:02:53 +02:00
Józef Kucia
f503954a77 libs/vkd3d: Ignore draw calls when pipeline state is not set. 2016-10-11 13:43:04 +02:00
Józef Kucia
a1082ec954 libs/vkd3d: Use "< 0" to test VkResult for errors.
For consistency.
2016-10-11 13:43:04 +02:00
Henri Verbeet
4a558d5a4a libs/vkd3d: Implement d3d12_command_list_DrawInstanced(). 2016-10-10 17:26:46 +02:00
Henri Verbeet
a0ccb1c581 libs/vkd3d: Implement d3d12_command_list_SetPipelineState(). 2016-10-10 17:26:13 +02:00
Henri Verbeet
74fe2ec411 libs/vkd3d: Implement d3d12_command_list_OMSetRenderTargets(). 2016-10-10 17:26:03 +02:00
Henri Verbeet
7add62e552 libs/vkd3d: Implement d3d12_command_list_IASetVertexBuffers(). 2016-10-10 17:25:55 +02:00
Henri Verbeet
ce509dc70e libs/vkd3d: Implement d3d12_command_list_IASetPrimitiveTopology(). 2016-10-10 17:25:40 +02:00
Henri Verbeet
d24982c5f1 libs/vkd3d: Destroy Vulkan render passes and framebuffers on command allocator reset. 2016-10-10 17:25:36 +02:00
Henri Verbeet
3ba5fd949b libs/vkd3d: Store Vulkan render passes and framebuffers in the command allocator.
We should destroy these on resets, but command list resets don't need to wait
for command list execution to complete.
2016-10-10 17:25:31 +02:00
Józef Kucia
59d466af2d libs/vkd3d: Use PRIx64 to print 64-bit integers. 2016-10-10 11:22:50 +02:00
Józef Kucia
4153810c00 libs/vkd3d: Partially implement d3d12_command_list_CopyTextureRegion(). 2016-10-08 14:31:57 +02:00
Józef Kucia
b112ec1942 libs/vkd3d: Implement d3d12_command_queue_Signal(). 2016-10-08 14:31:57 +02:00
Józef Kucia
2a7b614278 libs/vkd3d: Wait for GPU fences in worker thread.
This could be implemented without a worker thread, if event objects
would be tightly coupled with ID3D12Fences.
2016-10-08 14:31:57 +02:00
Józef Kucia
2f76260857 libs/vkd3d: Create fence worker thread per device. 2016-10-08 14:31:57 +02:00
Józef Kucia
ef6a3d78a2 libs/vkd3d: Pass signal event function pointer to vkd3d_create_device(). 2016-10-07 13:26:39 +02:00
Józef Kucia
c558118f70 libs/vkd3d: Re-use vkd3d_array_reserve() in d3d12_fence_SetEventOnCompletion(). 2016-10-05 19:01:57 +02:00
Józef Kucia
b224b6372c libs/vkd3d: Fix ID3D12Device reference count leak in d3d12_command_list_init(). 2016-10-05 18:40:25 +02:00
Józef Kucia
a763bef615 libs/vkd3d: Do not leak "passes". 2016-10-05 18:40:25 +02:00
Józef Kucia
1cabd851b8 libs/vkd3d: Do not leak "framebuffers". 2016-10-05 18:40:25 +02:00
Henri Verbeet
3fe56457f9 libs/vkd3d: Set the initial pipeline state on command list creation/reset. 2016-10-05 17:53:52 +02:00
Henri Verbeet
b7d594349f libs/vkd3d: Delay destroying framebuffers until the command list is destroyed.
Like render passes, these should only be destroyed after all submitted
commands referring to them have completed execution.
2016-10-05 17:53:19 +02:00