Commit Graph

1791 Commits

Author SHA1 Message Date
baldurk 198ab2b714 Check descriptor sets are in range when iterating layout, warn otherwise 2016-02-07 18:44:44 +01:00
baldurk 24ad3356dd Deserialise fix - make sure scoping doesn't delete data we need 2016-02-07 18:44:43 +01:00
baldurk 25c5de8c85 Make sure resource records are deleted as most specific type
* Don't need to use a virtual destructor as the information is already
  in the templated resource manager
2016-02-07 18:44:42 +01:00
baldurk 63e0cc3f39 Use correct uniform buffer alignment instead of hardcoded 256 2016-02-07 18:44:42 +01:00
baldurk c54b17284c Remove some VKTODOs 2016-02-07 18:44:41 +01:00
baldurk 4211cd7359 Remove VKTODOs that aren't needed anymore 2016-02-07 18:44:40 +01:00
baldurk 900d65b770 Refactor out start/end frame capture from present code 2016-02-07 18:44:39 +01:00
baldurk c1959102c8 Rename GenericPipeline to HighlightBoxPipeline as it uses line lists 2016-02-07 18:44:38 +01:00
baldurk 67d97f4a10 Change text rendering back to instanced triangle strips 2016-02-07 18:44:37 +01:00
baldurk ed70b4b58e Remove VKTODO - image layout no longer part of framebuffer attachment 2016-02-07 18:44:36 +01:00
baldurk fa5bc912de Tweak handling of sType/pNext. Currently not much to do 2016-02-07 18:44:35 +01:00
baldurk 78106d4efd Vulkan frame captures can't fail (will always have map/cmd list ready) 2016-02-07 18:44:35 +01:00
baldurk eee443ec78 Update a couple of VKTODOs 2016-02-07 18:44:34 +01:00
baldurk 0da2d93304 Clean up instance/device/queue handling and init & shutdown order 2016-02-07 18:44:33 +01:00
baldurk 5b6717042b Start tidying up init/shutdown order and instance/physdevice/device code 2016-02-07 18:44:32 +01:00
baldurk d38741e9ab Create a WrappedVulkan per VkInstance and indirect to find it in layer 2016-02-07 18:44:31 +01:00
baldurk 24aa8b3daf Remove singleton from VulkanResourceManager, pass it where needed 2016-02-07 18:44:30 +01:00
baldurk 66416cc2d9 Remove replay information union - doesn't seem like we'll use it 2016-02-07 18:44:29 +01:00
baldurk 0cd6d00b86 Fix for Deserialise - don't modify serialised struct 2016-02-07 18:44:28 +01:00
baldurk 5363a6b9d2 Linux compile fixes 2016-02-07 18:44:26 +01:00
baldurk 6641c534ce Comment out BGRA channel swizzle 2016-02-07 18:44:25 +01:00
baldurk 1117c2760d Fix wrong loop 2016-02-07 18:44:24 +01:00
baldurk 49ef739761 Remove a VKTODO that's done 2016-02-07 18:44:23 +01:00
baldurk cc904d9a4a Remove some TODOs that aren't needed 2016-02-07 18:44:22 +01:00
baldurk e1977a14f8 Add outputMask/inputMask to replay transitions from AMD 0.2.3 testing 2016-02-07 18:44:21 +01:00
baldurk 3c2f72e0ef For now, set image view channel swizzle to match BGRA formats
* This should go away soon as there's an identity swizzle coming
2016-02-07 18:44:20 +01:00
baldurk b2b8822dfa Add outputmask to text atlas memory barrier 2016-02-07 18:44:19 +01:00
baldurk cc7647b990 Add global memory barrier after init state application 2016-02-07 18:44:18 +01:00
baldurk 6a82c8639d Make sure images always have the transfer dest usage bit 2016-02-07 18:44:17 +01:00
baldurk 944bad84b9 Set a compatible renderpass on graphics pipeline creation 2016-02-07 18:44:17 +01:00
baldurk b03a1df2fe Fix CmdUpdateBuffer to handle ring-buffering of UBO.. 2016-02-07 18:44:16 +01:00
baldurk 6ec36d6695 Implement drawcall highlight and wireframe texture overlays 2016-02-07 18:44:15 +01:00
baldurk b41e8edfae Move TLS initialisation to constructor so it's available on replay too 2016-02-07 18:44:14 +01:00
baldurk a122385c89 Check for and enable needed physical device features 2016-02-07 18:44:13 +01:00
baldurk 08876581f7 Add some extra pipeline data to creation info struct 2016-02-07 18:44:12 +01:00
baldurk 30c30ca807 Make sure to init creation info for replay-time object creation 2016-02-07 18:44:11 +01:00
baldurk 07777e0e41 Add partial handling for doing WithoutDraw/OnlyDraw log replays
* WithoutDraw still assumes it's replaying from the start. I'm not sure
  if it's worth handling WithoutDraw from an arbitrary point. Might move
  the only use of that (InitPostVSBuffers for a whole pass) into the
  driver for implementation, it would be easier.
2016-02-07 18:44:10 +01:00
baldurk fb65217a10 Do overlay render (for now just fixed colour) 2016-02-07 18:44:10 +01:00
baldurk 4b33e0957d Ring buffer tex display descriptor sets, so multiple images can be drawn
* Otherwise the UpdateDescriptorSet for the second render overwrites the
  descriptor for the first render without a sync&flush in between.
2016-02-07 18:44:09 +01:00
baldurk 11ce77e8cd Ring buffer UBO updates to avoid needing to flush after each use
* Make each UBO N times larger, and map subsets of them in ring-buffer
  fashion. Use dynamic offsets to specify the right subset.
2016-02-07 18:44:08 +01:00
baldurk 23142d9be2 Do any ResetCommandBuffer inside GetNextCmd() 2016-02-07 18:44:07 +01:00
baldurk c8d78b9f38 Tidy up some VKTODOs in texture display code 2016-02-07 18:44:06 +01:00
baldurk b389a4b349 Fix outline strip vertex buffer 2016-02-07 18:44:05 +01:00
baldurk fb910e1137 Set cube flag properly 2016-02-07 18:44:04 +01:00
baldurk db3c50a5ec Use live ID instead of original ID to index maps like creation info etc 2016-02-07 18:44:03 +01:00
baldurk 3f466bc2cb Slightly better/more 'correct' event synchronisation handling 2016-02-07 18:44:02 +01:00
baldurk 5bce6cf75b Split m_ImageInfo into creationinfo and just imagelayouts
* In future perhaps the imagelayouts could be stored under the record in
  capture, but need to handle that somehow in the resource manager
  functions that manipulate the states based on accumulated transitions.
2016-02-07 18:44:01 +01:00
baldurk 9fb9b59c32 Move m_MemoryInfo to m_CurrentMaps and ensure correct locking 2016-02-07 18:44:00 +01:00
baldurk 98808226bb Split cmdbuffer data into stuff under resource record, and replay state 2016-02-07 18:43:59 +01:00
baldurk deea8362db Move object names to creation info, rename replay side maps for clarity 2016-02-07 18:43:58 +01:00