baldurk
04a2e2ad2a
Add (slightly hacky) clearing of init contents after capture
...
* This eliminates most of the leaking on capture - other than this it's
mostly the leaking serialisation which isn't a huge deal (this could
be ~900MB-1GB a capture.
2016-02-07 18:43:54 +01:00
baldurk
ff26fabc7f
Batch up internal queue submits with multiple cmd buffers
...
* Also avoids a couple of unnecessary QueueWaitIdle CPU-GPU syncs
2016-02-07 18:43:53 +01:00
baldurk
b12ef92da7
Cache image views created for displaying images
2016-02-07 18:43:52 +01:00
baldurk
2770e424ca
Mark that swapchain resizing works and doesn't crash anymore
2016-02-07 18:43:51 +01:00
baldurk
e35f8acd7a
Mark that SRGB correctness is mostly done
2016-02-07 18:43:50 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
e838f0841d
Fill out dynamic state with pipeline state values, if not set as dynamic
2016-02-07 18:43:48 +01:00
baldurk
2907d1a309
Implement IsRenderOutput now that we have a pipeline state
2016-02-07 18:43:47 +01:00
baldurk
9d3202ae5f
Don't conflict between C# UI and replay output flipping pixel context
2016-02-07 18:43:46 +01:00
baldurk
91ac384736
Make sure we always do BindOutputWindow/FlipOutputWindow pairs of work
2016-02-07 18:43:46 +01:00
baldurk
b319929f39
Make sure swapchain images are given TRANSFER_SOURCE usage
2016-02-07 18:43:45 +01:00
baldurk
8f91342f33
Check memory requirements for buffers when preparing initial state
2016-02-07 18:43:44 +01:00
baldurk
1068288a17
Remove some outdated VKTODOs
2016-02-07 18:43:43 +01:00
baldurk
6a208e608c
Add vulkan pipeline state to replay proxy serialising
2016-02-07 18:43:42 +01:00
baldurk
2e08ef8ef5
32-bit compile warning fix
2016-02-07 18:43:41 +01:00
baldurk
ad59636cde
Clarify that there are leaks on capture and replay
2016-02-07 18:43:40 +01:00
baldurk
b1b6e29162
Free memory for initial states, and our own command pool
2016-02-07 18:43:39 +01:00
baldurk
a9bf0a2538
Destroy debug manager and serialiser on shutdown
2016-02-07 18:43:38 +01:00
baldurk
347cd67354
Make sure to delete buffers after use
2016-02-07 18:43:37 +01:00
baldurk
7a63e824cc
Make sure images always have SAMPLED and TRANSFER_SOURCE usage bits
2016-02-07 18:43:37 +01:00
baldurk
963986b9e9
Do swapchain resizing properly and re-enable thumbnails (working now?!)
2016-02-07 18:43:36 +01:00
baldurk
4336722e34
Tidy up FetchTexture data for vulkan, fill out all fields properly
2016-02-07 18:43:35 +01:00
baldurk
313f53a820
Remove stored fake backbuffer data, display backbuffer on present calls
2016-02-07 18:43:34 +01:00
baldurk
19a13eefee
Allow multiple frame capture
2016-02-07 18:43:33 +01:00
baldurk
e841bd9969
Implement proper pixel picking via RenderTexture & F32 readback
2016-02-07 18:43:32 +01:00
baldurk
4ebbf09364
Get replay to display textures in gamma-correct fashion
2016-02-07 18:43:31 +01:00
baldurk
64be44bf8b
Fix mip display of textures
2016-02-07 18:43:30 +01:00
baldurk
feec902280
Implement remaining API functions
...
* Some functions, particularly synchronisation related event/fence
functions, are mostly untested and likely don't work yet.
2016-02-07 18:43:29 +01:00
baldurk
b3d06da6a0
Implement more Cmd functions. CmdExecuteCommands is stubbed out
2016-02-07 18:43:28 +01:00
baldurk
f6b6104977
Implement a few more API entry points, some are stubbed out
2016-02-07 18:43:28 +01:00
baldurk
5e624d0f58
Add current release notes
2016-02-07 18:43:27 +01:00
baldurk
9cc52ebc7e
Windows compile fix - header declare Deserialise template functions
...
* MSVC generates multiply defined symbols otherwise.
2016-02-07 18:43:26 +01:00
baldurk
2b5fe533e7
Remove VKTODO for Deserialise - completed by @greg-lunarg
2016-02-07 18:43:25 +01:00
GregF
38ebce536e
Finish move to Deserialise function; remove Deserialise class
2016-02-07 18:43:24 +01:00
GregF
c3553d26a9
Create Deserialize function to eventually replace Deserialise class
2016-02-07 18:43:23 +01:00
GregF
7cab194395
add Deserialise code for latest vulkan header/sdk
2016-02-07 18:43:22 +01:00
GregF
494af5a9f4
Add Deserialise support for object created with SerialiseBuffer.
2016-02-07 18:43:21 +01:00
GregF
cf1b3a2aa5
Add Deserialise support for objects created with SerialisePODArray.
2016-02-07 18:43:20 +01:00
GregF
ad77fc2c5d
fix vulkan header name changes from cherry-pick.
2016-02-07 18:43:20 +01:00
GregF
d1a80c6657
Add Deserialise support for all objects created with SerialiseComplexArray
...
and SerialiseOptionalObject.
2016-02-07 18:43:19 +01:00
GregF
17fb1deb84
Add Deserialise for VkDescriptorSetLayoutCreateInfo.
2016-02-07 18:43:18 +01:00
GregF
33ca020012
Add Deserialise class to deallocate nested Vulkan structs
...
Currently deallocating VkDeviceCreateInfo and VkPipelineLayoutCreateInfo.
Still more to be done.
2016-02-07 18:43:17 +01:00
baldurk
8b7744e71c
Handle descriptor pools deleting their children implicitly on destroy
2016-02-07 18:43:16 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
...
* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
2b9c3118a5
Fix null deref becaues of incorrect error print
2016-02-07 18:43:14 +01:00
baldurk
2c0751c338
Change texdisplay.frag shader to be work with LunarG intel icd compiler
2016-02-07 18:43:13 +01:00
baldurk
1fd3d4ba29
Handle buffer or image ending up as VK_NULL_HANDLE in memory barriers
2016-02-07 18:43:13 +01:00
baldurk
2686ad698c
Mark queue as referenced when submitting through it
2016-02-07 18:43:12 +01:00
baldurk
e958b9925c
Demote logs to debug prints
2016-02-07 18:43:11 +01:00
baldurk
307052b467
For now, persistent maps are ones that have been going for many frames
2016-02-07 18:43:10 +01:00