1. f3d50ba D3D12 replace ASSERT_SUCCESS with better error handling by Natasha Lee · 5 years ago
  2. fd90d76 clang-win compile files for skia-dawn. by Stephen White · 5 years ago
  3. ba9e1ff Fix compilation in MSVC that was missing a <utility> include by Corentin Wallez · 5 years ago
  4. 8bde031 Add CommandRecordingContext to D3D12 by Rafael Cintron · 5 years ago
  5. 91b2142 Change setVertexBuffers to setVertexBuffer by François Beaufort · 5 years ago
  6. e16a901 D3D12: Move resource into allocation handle. by Bryan Bernhart · 5 years ago
  7. bc8e7ea Fix MSVC build error due to implicit descriptor heap offset cast. by Bryan Bernhart · 5 years ago
  8. 86d921e Add MaybeError to d3d12::Device::ExecuteCommandList by Rafael Cintron · 5 years ago
  9. 21dfc91 Resource Management 7: Device memory sub-allocation using buddy allocator. by Bryan Bernhart · 5 years ago
  10. 0da52f2 D3D12: Move resource allocators from device into manager. by Bryan Bernhart · 5 years ago
  11. deb28ea D3D12: Implement ASSERT_SUCCESS as macro instead of function by Jiawei Shao · 6 years ago
  12. e6b93e8 D3D12: Use ringbuffer allocator for descriptor heaps. by Bryan Bernhart · 6 years ago
  13. cf0e9d9 Add StoreOp::Clear by Natasha Lee · 6 years ago
  14. c3b6132 Rename GPUBindGroupLayoutBinding dynamic to hasDynamicOffset by François Beaufort · 6 years ago
  15. 41f8aa5 Return Dawn result upon submit. by Bryan Bernhart · 6 years ago
  16. 394553b Set y-axis up in normalized coordinate system. by Yunchao He · 6 years ago
  17. bdd88a7 Check if allocation is valid before deallocating. by Bryan Bernhart · 6 years ago
  18. 450e212 Remove device dependencies from ringbuffer. by Bryan Bernhart · 6 years ago
  19. 7f3f331 Support setting bind groups before pipeline for all backends by Austin Eng · 6 years ago
  20. 617e356 OpenGL: clear nonrenderable texture formats by Natasha Lee · 6 years ago
  21. 01600df Use clear loadop to lazy clear depth stencil attachments by Natasha Lee · 6 years ago
  22. 03e31ed Cleanup d3d12::Device::ExecuteCommandLists by Rafael Cintron · 6 years ago
  23. f35420d D3D12: Add IndexBufferTracker by Austin Eng · 6 years ago
  24. 8e37315 D3D12: Factor SetVertexBuffer tracking to match other tracking classes by Austin Eng · 6 years ago
  25. a900cce Remove indirection for computeStage by Corentin Wallez · 6 years ago
  26. c6c7a42 Remove indirection for vertexStage by Corentin Wallez · 6 years ago
  27. f5c4477 Use the agreed upon include path for spirv-cross. by Corentin Wallez · 6 years ago
  28. 086835f Vulkan: Use dynamic uploader for temp buffer when clearing textures. by Natasha Lee · 6 years ago
  29. 179d7b2 Add WrapSharedHandle to D3D12 backend by Rafael Cintron · 6 years ago
  30. 824424f Fix MSVC build error due to sign mismatch. by Bryan Bernhart · 6 years ago
  31. adbeced D3D12: clear nonrenderable texture formats by Natasha Lee · 6 years ago
  32. 7ffd234 Resource Management 5: D3D support for resource allocation. by Bryan Bernhart · 6 years ago
  33. cb0cb65 Rename DeviceErrorCallback to ErrorCallback and add ErrorType arg by Austin Eng · 6 years ago
  34. 5603dc9 Rename ContextLost to DeviceLost by Austin Eng · 6 years ago
  35. b9b088f Rename ShaderStageBit to ShaderStage. by Corentin Wallez · 6 years ago
  36. 9e9e29f Remove Bit from TextureUsageBit and BufferUsageBit by Corentin Wallez · 6 years ago
  37. 25cc7238 Fix mFenceEvent HANDLE leak by Rafael Cintron · 6 years ago
  38. 87ded96 Remove 16 bit normalized texture formats by Corentin Wallez · 6 years ago
  39. 40618d0 Implement RenderBundle in the backend by Austin Eng · 6 years ago
  40. b6d7c53 Reland "Fix dynamic buffer offset issues on D3D12 backend" by Yan, Shaobo · 6 years ago
  41. 8cb2393 Ensure clearing attachments is done via renderpass loadop by Natasha Lee · 6 years ago
  42. 42e1bba Revert "Fix dynamic buffer offset issues on D3D12 backend" by Austin Eng · 6 years ago
  43. 4215841 Fix dynamic buffer offset issues on D3D12 backend by Yan, Shaobo · 6 years ago
  44. 54b4df7 s/isPIXEventRuntimeLoaded/IsPIXEventRuntimeLoaded/g by François Beaufort · 6 years ago
  45. e58fbc4 Handle debug markers commands for compute pass encoder by François Beaufort · 6 years ago
  46. 574b951 Support BC formats as the first extension in Dawn by Jiawei Shao · 6 years ago
  47. 351ea23 Dynamic Buffer Offset : D3D Backend by Yan, Shaobo · 6 years ago
  48. b98f0fa Deduplicate AttachmentState shared by RenderPipeline and RenderPasses by Austin Eng · 6 years ago
  49. e69627f Backdoor to get the number of texture lazy clears for testing by Natasha Lee · 6 years ago
  50. 07b5be3 Resource Management 2: Buffer mapping error handling by Bryan Bernhart · 6 years ago
  51. c0b8132 Implement RenderPassEncoder::SetViewport: impl on backends by Yunchao He · 6 years ago
  52. 1546bfb Precompute all the Formats at Device creation in the FormatTable by Corentin Wallez · 6 years ago
  53. 5580970 Support all BC formats on D3D12, Metal and Vulkan by Jiawei Shao · 6 years ago
  54. f07e85c Add missing WebGPU enums and defaulted members. by Corentin Wallez · 6 years ago
  55. 2a1d8c2 Remove ShaderStage that doesn't exist in WebGPU. by Corentin Wallez · 6 years ago
  56. e896a0d Implement Implicit State Decays For D3D12 by Brandon Jones · 6 years ago
  57. 4b90c47 Add missing descriptors that are present in WebGPU. by Corentin Wallez · 6 years ago
  58. bb218b8 Implement WebGPU formats on D3D12 by Corentin Wallez · 6 years ago
  59. f697fe3 Add dynamic attribute in bind group layout binding by Yan, Shaobo · 6 years ago
  60. ec05355 Rename Transfer[Src|Dst] to Copy[Src|Dst] by Corentin Wallez · 6 years ago
  61. 3c3e2bc Use mipLevel/arrayLayer for TextureCopyView by Corentin Wallez · 6 years ago
  62. a0491c9 Rename AddressMode::MirroredRepeat to MirrorRepeat. by Corentin Wallez · 6 years ago
  63. e409acf Rename SamplerDescriptor::compareFunction to compare. by Corentin Wallez · 6 years ago
  64. d2631f8 Implement Culling and FrontFace by Yunchao He · 6 years ago
  65. 3392b20 Support BC5 formats on D3D12 by Jiawei Shao · 6 years ago
  66. ce32a94 Remove mResourcePtr member from d3d12::Texture by Rafael Cintron · 6 years ago
  67. 751252e D3D12: Use D3D12_BUFFER_UAV_FLAG_RAW when creating unordered access views by Rafael Cintron · 6 years ago
  68. 99b76d1 Clear D3D12 texture on first usage if not yet initialized by Natasha Lee · 6 years ago
  69. 4ec2c10 Init PointSize value when pipeline topology is PointList in end2end by Li, Hao · 6 years ago
  70. a92f83b Add internal Format structure for texture formats by Corentin Wallez · 6 years ago
  71. 4729b15 Add begin-capture-on-startup testing flag by Rafael Cintron · 6 years ago
  72. db8b3fa Remove unnecessary DeviceBase::GetDevice by Corentin Wallez · 6 years ago
  73. 77fa31c Make Texture format names match WebGPU by Corentin Wallez · 6 years ago
  74. 872c1d7 Add validations to the texture copies with BC formats by Jiawei Shao · 6 years ago
  75. d1b4b5c Allow D3D12 Implicit State Transitions by Brandon Jones · 6 years ago
  76. e0a2ae8 Fix casing of includes in D3D12Info by Corentin Wallez · 6 years ago
  77. 970101a Improve D3D12 adapter initialization. by Bryan Bernhart · 6 years ago
  78. 0e646e9 Add Vulkan / D3D12 indirect buffer flags by Idan Raiter · 6 years ago
  79. 28232ce Clear Vulkan Textures at first usage by Natasha Lee · 6 years ago
  80. 05f7ad5 Reland "dawn_native: Indirect draw/dispatch" by Idan Raiter · 6 years ago
  81. 39b8ddf Revert "dawn_native: Indirect draw/dispatch" by Austin Eng · 6 years ago
  82. 7eb6be1 dawn_native: Indirect draw/dispatch by Idan Raiter · 6 years ago
  83. de1ac9f D3D12: Batch Usage Transitions For Render Pass by Brandon Jones · 6 years ago
  84. fa7228a Cleanup CopyBufferToBufferCmd by Austin Eng · 6 years ago
  85. 97c0885 Update VertexInput (InputState) to match the spec - Part 2 by Yunchao He · 6 years ago
  86. 9cd21f1 Implement CreateBufferMapped for non-mappable buffers by Austin Eng · 6 years ago
  87. 58ae08e Add nonzero_clear_resources_on_creation_for_testing toggle for d3d12 by Natasha Lee · 6 years ago
  88. eea2091 Update VertexInput (InputState) to match spec - Part 1 by Yunchao He · 6 years ago
  89. 820a04b Add Debug Marker Functionality for D3D12 by Brandon Jones · 6 years ago
  90. e4c0a82 D3D12: Create descriptor heaps after computing the required size by Jiawei Shao · 6 years ago
  91. 740995c Implement CreateBufferMapped in dawn_native for MAP_WRITE buffers only. by Austin Eng · 6 years ago
  92. 0195dbf Enable D3D12 validation layers by Li Hao · 6 years ago
  93. efef0e4 Detect integrated device type on Intel iGPUs. by Bryan Bernhart · 6 years ago
  94. f54bb68 Improve usage of static_casts over reinterpret_casts by Rafael Cintron · 6 years ago
  95. 11b7039 Increase D3D12 Swap Chain Buffers to 3 by Brandon Jones · 6 years ago
  96. 15d4c2e Emulate store and multisample resolve on Metal by Jiawei Shao · 6 years ago
  97. 0c133bb Rename DawnColorStateDescriptor.colorWriteMask to writeMask by Austin Eng · 6 years ago
  98. 2ec74dc Add Adapter::GetDeviceType() (integrate vs. discrete vs. CPU) by Corentin Wallez · 6 years ago
  99. fbe6cfd Update ComputePipelineDescriptor to use PipelineStageDescriptor by Austin Eng · 6 years ago
  100. 5f1d2e1 Remove sampler border color from Dawn to match WebGPU by Austin Eng · 6 years ago