Commit Graph

4052 Commits

Author SHA1 Message Date
baldurk 25e1d634fe Clear root signature bindings when a new signature is bound 2016-09-19 18:31:22 +02:00
baldurk 0bb42a0629 Set compute root signature elements to compute, not graphics 2016-09-19 18:31:21 +02:00
baldurk c5fb06bbca Transition the right subresource in barriers 2016-09-19 18:31:21 +02:00
baldurk 862223b4cb Disassemble root signature at replay time too 2016-09-19 18:31:20 +02:00
baldurk 278b2e41bc Add ExecuteIndirect and Dispatch serialisation 2016-09-19 18:31:19 +02:00
baldurk 32ae271664 Add remaining copy/resolve commands 2016-09-19 18:31:18 +02:00
baldurk 3df14b82be Serialise UAV clears (int/float) 2016-09-19 18:31:16 +02:00
baldurk 69e05cb0a4 Fill in the rest of the root signature functions 2016-09-19 11:44:01 +02:00
baldurk b79f170e24 Fix typo when mapping 3D texture - fetch right subresource. Refs #359 2016-09-17 09:17:24 +02:00
baldurk c0b3f39f06 Add a couple of log lines about sockets for diagnostics. Refs #362 2016-09-16 21:30:00 +02:00
baldurk fa6079d4cd Appveyor compile fix for ordinal-as-pointer down cast 2016-09-16 20:06:46 +02:00
baldurk 081dfe5ae3 Update message code muting for latest SDK 2016-09-16 19:43:26 +02:00
baldurk 778d1399ea Add checks for drawcalls outside of render passes (primary/secondary) 2016-09-16 19:43:17 +02:00
baldurk a2a63104dd When nudging with arrow keys, account for selected mip 2016-09-16 18:36:38 +02:00
baldurk 6ee3644f65 Fix incorrect source operands being used in sample operations 2016-09-16 18:36:21 +02:00
baldurk 2911fb18a2 Add a teeny-tiny nudge when sampling a specific slice of a 3D texture 2016-09-16 18:07:14 +02:00
baldurk ae1534d135 More fixes for variable shadowing warnings 2016-09-16 17:49:39 +02:00
Baldur Karlsson 83f23150f2 Merge pull request #361 from ianelliottus/ian_160915
Changes to "AndroidManifest.xml" file
2016-09-16 17:34:49 +02:00
baldurk 52e72e5acf Appveyor fixes - variable shadowing warnings on VS2015 compiler 2016-09-16 17:34:37 +02:00
baldurk e173318de2 Don't copy buffers that are already on a readback heap, read directly 2016-09-16 17:10:22 +02:00
baldurk c6f4eed3ab Don't create UAVs with only a counter resource and no main resource 2016-09-16 17:09:47 +02:00
baldurk b2d9b33f15 Filter out transition barriers with NULL resources on replay 2016-09-16 17:09:00 +02:00
baldurk 634679cd8d Create NULL descriptors (for undefined entries) with the right type 2016-09-16 17:08:35 +02:00
baldurk 29204eb3f5 Add parameters to Reset() as framerefs not parents
* This ensures that the resources are referenced and pulled into the
  final capture - parents of the list record will get lost.
2016-09-16 17:07:27 +02:00
baldurk 56eef07de1 Create readback buffers without any flags (like RTV/UAV access) 2016-09-16 16:31:57 +02:00
baldurk 5577882879 Wrap and serialise CommandSignatures 2016-09-16 16:31:47 +02:00
baldurk 3931a79d79 Don't enable GPU-based validation by default, it's heavyweight. 2016-09-16 16:31:13 +02:00
baldurk 9301ec0838 Wrap and serialise query heaps 2016-09-16 16:12:02 +02:00
baldurk a635b8273f Unwrap descriptors even for NULL case (Thx to @galop1n 92e731465c) 2016-09-16 13:55:18 +02:00
baldurk 92404bd015 Unwrap CPU descriptor handle to ClearUAV (Thx to @galop1n 7f0cb2841c) 2016-09-16 13:52:56 +02:00
galop1n 9c2a6ec77f mip levels at 0 means full mip chain
When a resource set the description MipLevels to 0, d3d generate a full
mip chain, we have to compute the count to allocate the proper amount
of subresource states.
2016-09-16 13:50:02 +02:00
galop1n f869d6d91b Fix stale resource manager pointer in serializer 2016-09-16 13:48:42 +02:00
baldurk af259e24ef Serialise CreateHeap and CreatePlacedResource 2016-09-16 13:47:58 +02:00
baldurk a9e36efa18 Unwrap different types of barriers properly 2016-09-16 13:47:19 +02:00
baldurk d9a7e43573 Enable GPU-based validation layer if possible, add dummy ID3D12Debug1 2016-09-16 13:17:44 +02:00
baldurk b8a5d1e33a SetGraphicsRoot32BitConstant 2016-09-16 13:17:09 +02:00
baldurk 0dbc142c3b Implement ClearDepthStencilView 2016-09-16 13:05:13 +02:00
baldurk c0b6cdc1a9 Add some soft coverage markers to easily see used unimplemented funcs 2016-09-16 12:04:20 +02:00
baldurk 7244491206 Check that buffer exists before restoring it 2016-09-16 11:52:34 +02:00
baldurk 778e1d4b43 Add support for BeginEvent/SetMarker/EndEvent markers 2016-09-16 11:52:17 +02:00
baldurk 055f27f17e Handle duplicate root signatures coming back from D3D. Refs #325 2016-09-16 11:12:56 +02:00
baldurk cd19fa458c Use __uuidof for proper UUIDs from DX headers 2016-09-16 11:00:04 +02:00
baldurk 7c0c876d36 Update to match rename of parameter in headers 2016-09-16 10:59:54 +02:00
baldurk 189559e3e6 Update DX headers from latest win10 SDK 2016-09-16 10:58:26 +02:00
baldurk 58ae879b05 Serialise DrawInstanced() calls 2016-09-16 10:35:40 +02:00
baldurk c6735c9fd4 Set PipelineState in render state when serialising an initial Reset() 2016-09-16 10:35:18 +02:00
baldurk b332404365 Handle the typeless/typed castability fudging for backbuffers 2016-09-16 10:22:39 +02:00
baldurk fedc20dd36 Handle re-creating descriptors created with NULL desc structures.
* This also handles the case where a descriptor was created with a NULL
  desc, and now on replay the resource isn't present either (because it
  wasn't used at all), so we just create an empty dummy descriptor.
2016-09-16 10:21:56 +02:00
baldurk 99c51259e3 Support hooking GetProcAddress for ordinals. Used for delay-load d3d12 2016-09-16 10:19:23 +02:00
baldurk 9dc69410e5 Implement thumbnail screenshot readback for D3D12 2016-09-16 09:27:52 +02:00