Commit Graph

1889 Commits

Author SHA1 Message Date
baldurk 2bbfa66d72 Add pool identification utility function 2016-02-07 18:39:53 +01:00
baldurk 585eba7c84 Add utility functions to unwrap, access ID or get record 2016-02-07 18:39:52 +01:00
baldurk e9342a32e7 Add VkWrappedRes struct with wrapping allocated pools 2016-02-07 18:39:51 +01:00
baldurk c5b3cf5849 Recompile text-rendering shaders to be LunarG sample driver friendly 2016-02-07 18:39:50 +01:00
baldurk eaf31123f7 Remove old code 2016-02-07 18:39:49 +01:00
baldurk 442386b84a Add text-rendering support for in-application renderdoc overlay 2016-02-07 18:39:48 +01:00
baldurk ad185a4042 A couple of runtime fixes, and create renderpass & framebuffers in-app 2016-02-07 18:39:47 +01:00
baldurk 332a281291 spin off 'debug data' into separate class so it can be used in-app 2016-02-07 18:39:47 +01:00
baldurk 2a043d6125 Implement getting backbuffer screenshot on capture 2016-02-07 18:39:46 +01:00
baldurk 088c3e1c4c Default to first swap image on replay output windows 2016-02-07 18:39:45 +01:00
baldurk 46d1d9c462 First pass at cleaning up resources. Remaining leak in mem initial state 2016-02-07 18:39:44 +01:00
baldurk 75a7a496f4 Release debug data (and wrap it up in its own struct) 2016-02-07 18:39:43 +01:00
baldurk 25cd48401b Change replay ID resource ID offset to decimal instead of hex 2016-02-07 18:39:42 +01:00
baldurk 429a93b4a0 Demote a VKTODO from HIGH to MED 2016-02-07 18:39:41 +01:00
baldurk 5a0e900a61 Fetch or add a queue family index that matches what we need 2016-02-07 18:39:41 +01:00
baldurk 3addb43f06 Warn about different API version, but proceed and use RenderDoc's 2016-02-07 18:39:40 +01:00
baldurk b14b149394 Dynamically allocate physical device array 2016-02-07 18:39:39 +01:00
baldurk 6d4cadf697 Remove VKTODOs about pNext/sType, it's handled in struct serialises 2016-02-07 18:39:38 +01:00
baldurk 1c0c09f4b9 Make sure to call vkResetCommandBuffer before re-begin'ing 2016-02-07 18:39:37 +01:00
baldurk e5e8fa29f5 Fix problem that might go away with resource record shutdown order 2016-02-07 18:39:36 +01:00
baldurk 3b3053369c Add frame references for current descriptor set bindings on queue submit
* We rely on the API-enforced lifetimes to be followed by the user,
  which means all resources they care about (note, might be some stale
  bindings) will be alive at queue submission time so we can just ref
  them all.
2016-02-07 18:39:35 +01:00
baldurk a675735499 Correctly query for backbuffer format and present mode from driver 2016-02-07 18:39:35 +01:00
baldurk 96e19cc4e9 List out descriptor set bindings and contents in vulkan pipeline state 2016-02-07 18:39:34 +01:00
baldurk 426aeb5a5e Keep track of current descriptor set bindings on replay 2016-02-07 18:39:33 +01:00
baldurk 26f773684a Track enough while READING to set drawcall topology/index width 2016-02-07 18:39:32 +01:00
baldurk 2eb87b804f Giant hack to set up 'fake' device/instance dispatch tables, for replay 2016-02-07 18:39:31 +01:00
baldurk 9b0b6ef3b6 Get compiling on win32 (hacks, not final code). 2016-02-07 18:39:30 +01:00
GregF 5c8df903ef Revert "Use layer specific dispatch table maps"
This reverts commit b445ecdaa2a7ae26b468439dbb0b79ad5f1fb78f.
2016-02-07 18:39:29 +01:00
GregF a8dfd36525 Use layer specific dispatch table maps 2016-02-07 18:39:28 +01:00
GregF e3f4a122fc Fixes to enable capture of cube with layer mechanism. 2016-02-07 18:39:28 +01:00
GregF 872a312af0 Use Vulkan layer to generate trace file 2016-02-07 18:39:27 +01:00
baldurk 45d7b488d4 Typo fix - set handle to handle 2016-02-07 18:39:26 +01:00
baldurk 0bc36096f8 Track descriptor set updates and serialise out as initial states 2016-02-07 18:39:25 +01:00
baldurk ad687ae955 Pre-declare serialise of VkDescriptorInfo so it can be used elsewhere 2016-02-07 18:39:24 +01:00
baldurk 55ceffcdd2 In SerialiseObject explicitly handle VK_NULL_HANDLE 2016-02-07 18:39:23 +01:00
baldurk 8861110934 debug markers should be captured always when writing 2016-02-07 18:39:22 +01:00
baldurk c2623a55be Track descriptor set bindings as they are updated, don't record chunks 2016-02-07 18:39:21 +01:00
baldurk ab0bbf85a5 Store image type in image info 2016-02-07 18:39:21 +01:00
baldurk 0554c2779f Move platform-specific codepaths out into separate files 2016-02-07 18:39:20 +01:00
baldurk 53244eab7b Destroy output windows and all associated objects properly 2016-02-07 18:39:19 +01:00
baldurk e7a396b69c we need #includes to organise uniforms 2016-02-07 18:39:18 +01:00
baldurk 33eda64c8a Multiple maps don't happen 2016-02-07 18:39:17 +01:00
baldurk 8cec8cdd6a Consistently use VkResult vkr (res as a name is ambiguous) 2016-02-07 18:39:16 +01:00
baldurk 14e913ddeb Enable blending where needed for texture display 2016-02-07 18:39:15 +01:00
baldurk 1bb1168dae Change debug backbuffer clear from magenta to black 2016-02-07 18:39:15 +01:00
baldurk 0382a1bdce Move command buffer start drawcall to renderpass begin 2016-02-07 18:39:14 +01:00
baldurk 5db6e13505 Render output windows to off-screen backbuffer always, then copy in flip 2016-02-07 18:39:13 +01:00
baldurk c02d01c0b2 Check against special format, not is-special bool 2016-02-07 18:39:12 +01:00
baldurk 03a50d805e Use fake backbuffer format for image view 2016-02-07 18:39:11 +01:00
baldurk 85defbeeeb Linux compile fixes 2016-02-07 18:39:10 +01:00