Historia zmian

Autor SHA1 Wiadomość Data
  Akio Gaule fdabdc28e1 Add support for specialization constants for shader options (#18019) 1 rok temu
  Joerg H. Mueller 02f1d59375 Removing the prefix from all MultiDevice classes. 1 rok temu
  Joerg H. Mueller 44994d0525 MeshDrawPacket 2 lat temu
  Joerg H. Mueller 38ffa86aef Moving draw item related classes to MultiDevice. 2 lat temu
  Joerg H. Mueller b1c5fd9c46 SRG-related resources. 2 lat temu
  Martin Winter 41538b6305 Missing image/buffer resources in ModelLod 2 lat temu
  Martin Winter 824eba0dc0 PipelineState-related resources 2 lat temu
  Joerg H. Mueller edddeb527f Renaming classes with MultiDevice equivalent to SingleDevice. 1 rok temu
  Akio Gaule 87a10d48b3 Merge pull request #17749 from akioCL/mobile_opt 1 rok temu
  Qing Tao 4762a80f6b Add per mesh shader option support when mesh instancing is enabled. (#183) 1 rok temu
  moudgils 0ea25c91be Adds cvar to overwrite directional shadow filtering mode and sample count mode (#163) 2 lat temu
  antonmic ebabc0e571 Added enabled flag for DrawItems so DrawItems can be enabled/disabled at runtime on a per mesh per pass basis 2 lat temu
  lumberyard-employee-dm f860d64802 GCC 13/Clang 14 build fixes (#16257) 2 lat temu
  Tommy Walton b91c95ac6e Enable instanced draw calls in the MeshFeatureProcessor (#15722) 2 lat temu
  Tommy Walton e495f157f5 Fix error message, which wasn't handling the case where the pipeline's rootConstantLayout was non-null, but its size was 0. (#15583) 2 lat temu
  Tommy Walton 5e2aed4385 Fix for GHI-15531: Vulkan Validation Error: Push Constants not set (#15532) 2 lat temu
  Qing Tao aa22c7e2b2 MeshMotionVector pass optimization (#15409) 2 lat temu
  Tommy Walton 6184e818de Create MeshInstanceManager for managing draw packets (#14963) 2 lat temu
  santorac 37fbc5a798 Established the core structure of material pipeline functors. This allows the material pipeline to select appropriate shaders based on data from the material without exposing knowledge of the specific shaders to the material type. Transparency, tinted transparency, and optional shadow casting are all working. 3 lat temu
  santorac 3a321522cb Made the MaterialDetails tool show the material pipeline name. 3 lat temu
  santorac ddbb3da2ef Render pipelines can filter shaders based on a material pipeline tag. This is a precursor to supporting material pipeline functors that enable and disable specific shaders. 3 lat temu
  Ken Pruiksma 833532c74f Light type culling with shader options (#12456) 3 lat temu
  santorac 91f501f168 Updated unit tests. 3 lat temu
  santorac 8ff03192b4 Added support for shader options to FullscreenTrianglePass and established a pattern that other passes can follow as well. 3 lat temu
  santorac cf8314d6ce Changes per code review feedback: added an assert and reverted whitespace changes 3 lat temu
  santorac 783b110778 (Restored changes that got lost during a rebase operation. It looks like this commit was ignored because it was incorrectly flagged as a merge because some prior merge operation was left in an incomplete state) 3 lat temu
  santorac 1331f15d88 Added buttons for copying the shader variant table, or copying the JSON representation of the shader options list to the clipboard. This JSON can be pasted directly into a .shadervariantlist file. 3 lat temu
  lumberyard-employee-dm 37bb38f550 Removed push_back/push_front/insert extensions which took no parameters. (#10787) 3 lat temu
  santorac 0645a5fd1f Fixed a couple issues with the ShaderReloadDebugTracker. The ScopedSection utility was not checking whether tracking was enabled before formatting a string. One of the Shader class's MakeStringTime functions was using the wrong units. I also added a ScopedSection to MeshDrawPacket::DoUpdate making it clear where Shader::GetVariant was being called. 3 lat temu
  Ken Pruiksma 58adaf902f [Terrain] now creates draw packets directly instead of using AZ::RPI::Model (#9731) 3 lat temu