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