Lines Matching refs:d3d12
35 - d3d12 GLES3.1 (shader storage buffers, images, compute, indirect draw, draw params, ARB_framebuff…
106 - prim restart broken on crocus by prim restart fix for d3d12
534 - gallium/d3d12: Don't use designated initializers
535 - d3d12: Fix "use of designated initializers requires at least '/std:c++20'" error
1233 - d3d12: mark incorrectly passing tests as expected failures
2049 - d3d12: Don't accumulate timestamp queries
2051 - d3d12: Inherit from threaded_query
2052 - d3d12: Resources inherit from threaded_resource
2053 - d3d12: Inherit from threaded_transfer
2054 - d3d12: Use thread safe slab allocators in transfer_map handling
2055 - d3d12: Pass explicit context to pre/post draw surface blits
2056 - d3d12: Hook up threaded context
2057 - d3d12: Fully init primconvert config
2058 - d3d12: Fix Linux fence wait return value
2059 - d3d12: Handle non-infinite wait timeouts > 49.7 days as infinite
2061 - d3d12: Don't wait for \*all* batches when synchronizing a resource
2062 - d3d12: Don't wait for GPU reads to do CPU reads
2066 - d3d12: Fix incorrect hash table usage
2071 - android,d3d12: Support using DirectX-Headers dependency from AOSP
2073 - d3d12: Support BGRA 555 and 565 formats
2074 - d3d12: Support PIPE_CAP_MIXED_COLOR_DEPTH_BITS
2075 - d3d12: Support RGBX formats mapped to RGBA
2078 - winsys/d3d12: Populate winsys handle format
2079 - d3d12: Handle import/export of fd shared handles
2080 - d3d12: Make format list all use macros
2081 - d3d12: Generate format table using a macro list
2082 - d3d12: Generate a pipe format -> typeless mapping table too
2083 - d3d12: Validate opened D3D12 resource matches pipe template
2089 - CI/d3d12: Add a quick_shader run
2090 - d3d12: Support compat level 330
2092 - d3d12: Handle depth readback on drivers that require full-resource copies for depth
2094 - d3d12: Force emulation of all YUV formats using per-plane formats
2095 - d3d12: Handle opening planar resources
2096 - d3d12: Allow creating planar resources
2097 - d3d12: Use overall resource format + plane format to get format info
2106 - d3d12: Fix NV12 resource importing
2112 - d3d12: Support SSBOs in root signatures
2113 - d3d12: Always create buffers as UAV-capable
2114 - d3d12: Support setting SSBOs on the context and turning them into descriptors
2115 - d3d12: Use DXIL load/store lowering pass
2116 - d3d12: Set SSBO support caps
2117 - d3d12: Avoid a debug warning trying to unmap a not-mapped resource
2118 - d3d12: Replace pipe cap literals with D3D12 defines when available
2119 - d3d12: Enable cubemap arrays
2121 - d3d12: Handle cubemap gather on int cubemaps
2122 - d3d12: Enable texture gather
2136 - d3d12: Shrink 2D array size so that max-layer cube arrays can be created
2137 - d3d12: Fix format table typeless-ness for A8 and RGBA1010102
2138 - d3d12: Rename UAV -> SSBO to disambiguate with image UAVs
2139 - d3d12: Add missed SSBO binding enum value
2140 - d3d12: Figure out if we can support GL shader images
2141 - d3d12: Handle format support queries for shader images
2142 - d3d12: Init null UAVs
2143 - d3d12: Retrieve shader image dimensions during shader compiles
2144 - d3d12: Handle images in the root signature
2145 - d3d12: Handle set_shader_images
2146 - d3d12: Create textures as UAV-capable when appropriate
2147 - d3d12: Fill out shader image descriptor tables
2148 - d3d12: Lower cube images to 2D arrays via existing int cubemap lowering pass
2149 - d3d12: Handle memory barriers
2150 - d3d12: Handle bitcasting of shader images
2151 - d3d12: Set appropriate caps for shader images
2156 - d3d12: Limit sampler view count to 32
2157 - d3d12: Keep state vars last in the per-stage root parameters
2158 - d3d12: Remove draw_info from selection_context
2159 - d3d12: Stop trying to set D3D12_DIRTY_SHADER during bindings
2160 - d3d12: Compile, bind, and cache compute PSOs
2161 - d3d12: Support compute root signatures
2162 - d3d12: Hook up compute shader variations
2163 - d3d12: Implement launch_grid
2164 - d3d12: Implement num workgroups as a state var
2165 - d3d12: Handle indirect dispatch
2166 - d3d12: Run DXIL shared atomic lowering pass
2167 - d3d12: Enable compute
2168 - docs: Update d3d12 extension list and new_features.txt
2169 - d3d12/ci: Skip flaky tex-miplevel-selection and timestamp tests
2171 - d3d12: Export d3d12_get_state_var from d3d12_nir_passes.c
2172 - d3d12: Fix re-enabling predication after temporary disablement
2173 - d3d12: Predication fix: re-enable after restarting a batch if needed
2174 - d3d12: Predication fix: For boolean queries used for predication, D3D12 uses uint64, so clear at …
2175 - d3d12: Declare support for inverted conditional render
2176 - d3d12: Upgrade first vertex state var into all vertex draw params
2177 - d3d12: Enable base instance and draw params extensions
2178 - d3d12: Add a command signature cache for indirect draws
2179 - d3d12: Handle draw indirect and multi-draw indirect
2180 - d3d12: Handle indirect twoface draws
2181 - d3d12: Add a compute transformation to handle indirect draws that need draw params
2182 - d3d12: Enable draw and multi-draw indirect
2183 - docs: Update d3d12 features
2184 - d3d12: When no framebuffer attachments are present, use ForcedSampleCount instead of SampleDesc.C…
2185 - d3d12: When no framebuffer attachments are present, the viewport must be clamped to framebuffer s…
2186 - d3d12: Support ARB_framebuffer_no_attachments
2187 - docs: Update d3d12 feature list
2202 - d3d12: Sample mask output needs to be uint-typed
2203 - d3d12: Lower load_sample_pos to load_sample_pos_at_id
2204 - d3d12: Report sample positions
2205 - d3d12: Modify shaders when MSAA is disabled
2206 - d3d12: Relax multisampling direct copy requirements
2207 - d3d12: Temp resources for same-resource copies can be MSAA too
2208 - d3d12: Report number of GS streams
2209 - d3d12: Apply GS point sprite lowering to fixed-function point size too
2210 - d3d12: Run point sprite lowering pass on multi-stream GS when safe
2211 - d3d12: Support dynamic UBO/SSBO indexing
2212 - d3d12: When mapping a non-directly-mappable resource for write, readback first
2213 - d3d12: Set sample-rate shading and GLSL 400 caps
2214 - docs: Update d3d12 features
2246 - d3d12: Enable PIPE_CAP_TGSI_TEXCOORD
2247 - d3d12: Initial plumbing for tesselation
2248 - d3d12: Link tesselation control and eval shaders
2249 - d3d12: Handle patch_vertices and patch topology
2250 - d3d12: Handle passthrough TCS in the case where eval is bound
2251 - d3d12: Add a state variable for patch_vertices_in
2252 - d3d12: Update varying creation logic to handle location_frac
2253 - d3d12: Handle input clip array size in the shader key
2254 - d3d12: Set caps for tesselation
2256 - d3d12: Fix compute transform for multi-draw indirect with dynamic count + state vars
2257 - d3d12: Add UAV barriers for UAVs that are being used by compute transforms
2258 - d3d12: Include SO buffer count as a PSO dirty bit
2259 - d3d12: Support transform feedback pause/resume
2260 - d3d12: Move indirect compute to real indirect dispatches
2261 - d3d12: SO buffer filled size is only 32-bit
2262 - d3d12: Add a comment for what the existing compute transform does
2263 - d3d12: Add a couple compute transforms for "fake" SO buffers
2264 - d3d12: Add a compute transform for draw auto
2265 - d3d12: Move compute transform state save/restore to compute_transforms.cpp
2266 - d3d12: Move "fake" SO buffer handling to compute transforms instead of CPU readback
2267 - d3d12: Implement DrawAuto aka DrawTransformFeedback
2268 - d3d12: Compute transform UBO0 is actually binding 1
2269 - d3d12: Rewrite subquery logic
2270 - d3d12: Switch primitives-generated query to use XFB, GS, and IA data
2271 - d3d12: ARB_transform_feedback2
2274 - d3d12: Unpack multi-stream varyings
2275 - d3d12: Fix xfb varying matching for vars with location_frac
2276 - d3d12: Handle indexed queries
2277 - d3d12: ARB_transform_feedback3
2401 - d3d12: enable PIPE_CAP_IMAGE_STORE_FORMATTED
2675 - microsoft/spirv_to_dxil: Allow passing a vulkan -> d3d12 binding mapping table