-
Notifications
You must be signed in to change notification settings - Fork 2.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[gfx] Update Device API: Splitting ResourceBinder into seperate ShaderResourceSet & RasterResources #6954
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
✅ Deploy Preview for docsite-preview canceled.
|
bobcao3
force-pushed
the
vulkan-rhi
branch
2 times, most recently
from
December 22, 2022 08:51
40f0307
to
2b0973a
Compare
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
k-ye
approved these changes
Dec 24, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM!
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
/rerun |
This reverts commit f4f0b92.
feisuzhu
added a commit
to feisuzhu/taichi
that referenced
this pull request
Dec 31, 2022
…te ShaderResourceSet & RasterResources (taichi-dev#6954)" This reverts commit 4223bf3.
feisuzhu
pushed a commit
to feisuzhu/taichi
that referenced
this pull request
Dec 31, 2022
…rResourceSet & RasterResources (taichi-dev#6954) Issue: taichi-dev#6832 ### Brief Summary ResourceBinder is not split into two structures, one controls binding of shared-accessible resources, the other is dedicated to control binding of rasterizer states (vertex buffers, etc.) This makes the mapping onto Vulkan DescriptorSets easier, and cleans up the implementation of resource binding all over the place. In addition, these binding states are now no longer attached to the program and can be thus pre-filled / pre-allocated to achieve lower overhead. Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
feisuzhu
added a commit
that referenced
this pull request
Dec 31, 2022
#7020) …rResourceSet & RasterResources (#6954) This is a re-apply of #6954 Author: Bob Cao <[email protected]>
feisuzhu
pushed a commit
to feisuzhu/taichi
that referenced
this pull request
Jan 5, 2023
…rResourceSet & RasterResources (taichi-dev#6954) Issue: taichi-dev#6832 ### Brief Summary ResourceBinder is not split into two structures, one controls binding of shared-accessible resources, the other is dedicated to control binding of rasterizer states (vertex buffers, etc.) This makes the mapping onto Vulkan DescriptorSets easier, and cleans up the implementation of resource binding all over the place. In addition, these binding states are now no longer attached to the program and can be thus pre-filled / pre-allocated to achieve lower overhead. Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
feisuzhu
added a commit
to feisuzhu/taichi
that referenced
this pull request
Jan 5, 2023
taichi-dev#7019) …te ShaderResourceSet & RasterResources (taichi-dev#6954)" This reverts commit 4223bf3. Issue: # ### Brief Summary
feisuzhu
added a commit
to feisuzhu/taichi
that referenced
this pull request
Jan 5, 2023
taichi-dev#7020) …rResourceSet & RasterResources (taichi-dev#6954) This is a re-apply of taichi-dev#6954 Author: Bob Cao <[email protected]>
quadpixels
pushed a commit
to quadpixels/taichi
that referenced
this pull request
May 13, 2023
…rResourceSet & RasterResources (taichi-dev#6954) Issue: taichi-dev#6832 ### Brief Summary ResourceBinder is not split into two structures, one controls binding of shared-accessible resources, the other is dedicated to control binding of rasterizer states (vertex buffers, etc.) This makes the mapping onto Vulkan DescriptorSets easier, and cleans up the implementation of resource binding all over the place. In addition, these binding states are now no longer attached to the program and can be thus pre-filled / pre-allocated to achieve lower overhead. Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
quadpixels
pushed a commit
to quadpixels/taichi
that referenced
this pull request
May 13, 2023
taichi-dev#7019) …te ShaderResourceSet & RasterResources (taichi-dev#6954)" This reverts commit 4223bf3. Issue: # ### Brief Summary
quadpixels
pushed a commit
to quadpixels/taichi
that referenced
this pull request
May 13, 2023
taichi-dev#7020) …rResourceSet & RasterResources (taichi-dev#6954) This is a re-apply of taichi-dev#6954 Author: Bob Cao <[email protected]>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Issue: #6832
Brief Summary
ResourceBinder is not split into two structures, one controls binding of shared-accessible resources, the other is dedicated to control binding of rasterizer states (vertex buffers, etc.)
This makes the mapping onto Vulkan DescriptorSets easier, and cleans up the implementation of resource binding all over the place. In addition, these binding states are now no longer attached to the program and can be thus pre-filled / pre-allocated to achieve lower overhead.