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Add D3D12 Support (Render Passes + Compute Passes) #35
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Changes: fix: use enum class for Blending enums Modules:
Changes: fix: changes to TextureManager APIs fix: reuse variables from VkRenderer -> Renderer Modules: D3D12RenderSystem VulkanRenderSystem RenderSystem TextureManager
Changes: add: d3dx12.h helper fix: disable all warnings for d3dx12.h (way too many warnings from this file) add: code for D3D12Renderer Init add: D3D12Core for D3D12 wide helper functions Modules: D3D12RenderSystem
Changes: fix: Slots are now provided at CreateInfo for a pool add: Semantic naming for D3D12 Input Desc. Regardless of API such slot information must be provided. fix: Tests for Vulkan Render System & validated them Modules: DrawablePool VulkanRenderSystem D3D12RenderSystem
* There might be an issue with Bundles vs Pipeline that needs investigation * Changes: add: Pipeline factory code, bare minimum at the moment Modules: D3D12RenderSystem
Changes: add: secondary command buffers in D3D12 are Bundles Modules: D3D12RenderSystem
Changes: add: class representing all drawables in D3D12 Modules: D3D12RenderSystem
Changes: fix: code for submitting drawable pools Modules: D3D12RenderSystem
Changes: fix: issues with slang shaders fix: issue with UBI alignment & size multiple (just like Vulkan) Modules: D3D12RenderSystem
Changes: fix: flip Vulkan viewpoer to match D3D12 fix: render tests for Vulkan add: D3D12RenderTest target to run D3D12 tests Modules: D3D12RenderSystem VulkanRenderSystem
Changes: add: more logic to D3D12DrawablePool for textures & samplers Modules: D3D12RenderSystem
Changes: fix: copy over staging buffer to main buffer to prevent marshall Modules: D3D12RenderSystem
Changes: add: logic for transfering texture from mainBuffer to texture resource Modules: D3D12RenderSystem
Changes: add: final logic blocks for supporting textures Modules: D3D12RenderSystem
Changes: add: changes to generic draw api Modules: D3D12RenderSystem VulkanRenderSystem
Changes: add: new files to scope out render passes and swap chains Modules: D3D12RenderSystem
Changes: fix: bug with wrong RTV heap for swap chain render pass Modules:
Changes: fix: D3D12 Render passes issue: Vulkan deferred renderer test seems broken Modules: D3D12RenderSystem
Changes: fix: sync issue with resource barriers Modules:
Changes: fix: get procedural planet working for D3D12 Modules: D3D12RenderSystem
Changes: fix: warnings for D3D12 Render System in release mode fix: performance issues in D3D12 (Still not optimal but seems to be better) Modules: D3D12RenderSystem
Changes: add: Microsoft GLTF SDK for asset loading add: sponza gltf 2.0 scene add: AssetManager add: Deferred Renderer sample for HW Modules: General D3D12RenderSystem
Changes: fix: issues with samplers Modules:
Changes: fix: issue with order of descriptors Modules: D3D12RenderSystem
Changes: add: point lights and light texture Modules: DeferredRenderer
Changes: add: Fly through camera module Modules: D3D12RenderSystem
Changes: fix: issue with camera not using correct timeDelta Modules:
Changes: fix: fence wait per pass for now. Unoptimized but works for now. Modules: D3D12RenderSystem
Changes: add: generic compute pipeline add: compute pass support Modules: D3D12RenderSystem
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This is a major update to Azura adding render passes and compute shader support to D3D12. Furthermore, a new sample has been generated for Deferred Renderer with Forward, ForwardPlus and Clustered Deferred rendering techniques (next PR).
Issues:
Resolved #16
Resolved #17
Updates #33
Updates #34