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