1. 76732ab Properly implement per-dispatch synchronization scopes. by Corentin Wallez · 3 years, 11 months ago
  2. ec7ea6a Separate the types for compute and render pass usage data by Corentin Wallez · 3 years, 11 months ago
  3. 2dd2d67 CommandBufferResourceUsage: track render and compute separately. by Corentin Wallez · 3 years, 11 months ago
  4. d75f7c0 Reset query set on Vulkan Backend by Hao Li · 4 years ago
  5. 23428ea Add validation code for texture subresource usage tracking by Yunchao He · 4 years, 11 months ago
  6. 64fcf39 Allow one texture as write-only storage and sampled in one compute pass by Jiawei Shao · 5 years ago
  7. 4b0b7a5 Skip validation during command recording when skip_validation is on by Austin Eng · 5 years ago
  8. 1f6c8c4 Make dawn_native use the webgpu.h header by Corentin Wallez · 5 years ago
  9. 7b3cc35 D3D12/Vulkan: Insert storage buffer barriers between compute pass dipatches by Austin Eng · 5 years ago
  10. 9e9e29f Remove Bit from TextureUsageBit and BufferUsageBit by Corentin Wallez · 6 years ago
  11. e9fabf5 Factor PassResourceUsageTracker to its own file by Austin Eng · 6 years ago