Commit Graph

2368 Commits

Author SHA1 Message Date
baldurk 090d033a57 Format sampled image types correctly 2016-02-07 18:46:54 +01:00
baldurk 879384500b Add missing newline in function variable declarations 2016-02-07 18:46:53 +01:00
baldurk 47e6c7056a Fix signature parameters of structs (commonly e.g. gl_PerVertex) 2016-02-07 18:46:53 +01:00
baldurk 99af3c4b59 vector shuffle can take constant as well as an op 2016-02-07 18:46:52 +01:00
baldurk 582622563c Handle arrays of structs in SPIR-V disassembly 2016-02-07 18:46:51 +01:00
baldurk a90b2315ec Don't try and disassemble invalid SPIR-V (it may be GLSL) 2016-02-07 18:46:50 +01:00
baldurk 4ec19f5b2c Add easy to disable #define to control whether MSAA is used or not 2016-02-07 18:46:49 +01:00
baldurk 49c72c5a85 Don't read from non-red channels in R8 texture in view swizzles 2016-02-07 18:46:48 +01:00
baldurk 666c3176f8 Use the right aspect for creating texture-display image views
* Even if depth display isn't right, this is at least not as wrong.
2016-02-07 18:46:47 +01:00
baldurk 764296e980 Fix new warnings in VS2015 2016-02-07 18:46:46 +01:00
baldurk 6116709b50 Be less aggressive with conservative type sizes for descriptor pool 2016-02-07 18:46:45 +01:00
baldurk b727bda0d1 Check for errors when calling QueueSubmit to submit our internal cmds 2016-02-07 18:46:44 +01:00
baldurk c1be165f49 Fix not calling c_str() in varargs parameter 2016-02-07 18:46:44 +01:00
baldurk c593986bf8 Fix ambiguous variable shadowing 2016-02-07 18:46:43 +01:00
baldurk 5d676d967e Explicitly cast flags types with no bits to a dummy enum for serialising 2016-02-07 18:46:42 +01:00
baldurk 529119a65b Remove VKTODO comments - in/out blocks aren't important 2016-02-07 18:46:41 +01:00
baldurk 5c309d9d34 Refactor handling of resources/binding to be much more flexible
* This will handle the new vulkan binding model with multiple descriptor
  sets and arrays of objects in each binding. It also makes a few tidy
  ups and improvements to other APIs in presentation - will e.g. now
  show thumbnails for vertex and other stages.
2016-02-07 18:46:40 +01:00
baldurk 6051f0c500 Split 'Resources' shader array into readonly/readwrite arrays
* This is preparation for a following commit, might not work on its own
  (mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk e51cf27321 Get abbreviations from common pipeline state (as they're API specific)
* Also the PipelineStateViewer will set its current 'sticky' API type
  to the common pipeline state, so that when a log isn't loaded we can
  still get API-specific properties that match the last API used.
2016-02-07 18:46:38 +01:00
baldurk ebb9f05c75 Pass through base mip/level for vulkan resources (also for GL textures) 2016-02-07 18:46:37 +01:00
baldurk 534f9943f9 Handle arrays of shader resources in pipeline state 2016-02-07 18:46:36 +01:00
baldurk 8a6d2ebf30 Handle arrays of uniform buffers in descriptor slots 2016-02-07 18:46:35 +01:00
baldurk be289dbec2 Sort descriptor bindings by set, then by bind 2016-02-07 18:46:34 +01:00
baldurk f87d609224 Fix disassembly of vectors 2016-02-07 18:46:33 +01:00
baldurk a012652049 Handle arrays of objects in shaders 2016-02-07 18:46:32 +01:00
baldurk 13907a6c05 Don't delete data while writing 2016-02-07 18:46:31 +01:00
baldurk 7dd5760420 Try to handle unbound resources a bit better 2016-02-07 18:46:31 +01:00
baldurk 1503e7f881 Add mousemove/mouseleave handlers for non-PS resources 2016-02-07 18:46:30 +01:00
baldurk e6807ec3a7 Proper display for descriptor sets in pipeline state view 2016-02-07 18:46:29 +01:00
baldurk e17560af5a Unwrap fence objects in vkWaitForFences 2016-02-07 18:46:28 +01:00
baldurk 0339bd5411 32-bit compile fixes (mostly for offsets/lengths becoming 64-bit) 2016-02-07 18:46:27 +01:00
baldurk 2e8e62ffbf Update/tweak unimplemented function messages 2016-02-07 18:46:26 +01:00
baldurk 68f4d9d27a Rename 'transitions' to image barriers/layout updates 2016-02-07 18:46:25 +01:00
baldurk c0e7153fa5 Update release notes - most overlays now supported 2016-02-07 18:46:24 +01:00
baldurk ba8114936e Render mesh displays as 4x MSAA to make the line rendering a bit nicer 2016-02-07 18:46:23 +01:00
baldurk cac4ddf792 Implement depth and stencil test overlays 2016-02-07 18:46:22 +01:00
baldurk 243d6c8310 Implement backface culling overlay 2016-02-07 18:46:21 +01:00
baldurk d77dcf680a Implement viewport/scissor overlay 2016-02-07 18:46:21 +01:00
baldurk 2caa7803b8 Add a post-1.0 feature, for completeness sake 2016-02-07 18:46:20 +01:00
baldurk 80161a7678 Update release notes, another known issue bites the dust 2016-02-07 18:46:19 +01:00
baldurk 05dbeccee4 Implement NaN/inf/neg and clipping overlays in tex display shader 2016-02-07 18:46:18 +01:00
baldurk d5aa1da377 Implement histogram and min/max fetching via compute 2016-02-07 18:46:17 +01:00
baldurk 7441a3dc1e Don't have two overloads that are ambiguous on pointer param 2016-02-07 18:46:16 +01:00
baldurk f659346399 Don't fetch pipeline cache record from handle that can be NULL 2016-02-07 18:46:15 +01:00
baldurk d539ada699 Add easy code to add validation layers on replay 2016-02-07 18:46:14 +01:00
baldurk d4aa8d4b94 Fix debug callback - should have a return value of VkBool32 2016-02-07 18:46:13 +01:00
baldurk 5c97b1b802 Creating geometry shaders works better if you pass the right SPIR-V... 2016-02-07 18:46:13 +01:00
baldurk 15ec34d3fd Update release notes - mesh preview works 2016-02-07 18:46:12 +01:00
baldurk 1f762f51d0 Implement vertex highlighting and helpers for mesh view 2016-02-07 18:46:11 +01:00
baldurk 879df25850 Implement mesh rendering (wireframe and solid) 2016-02-07 18:46:10 +01:00