GregF
33ca020012
Add Deserialise class to deallocate nested Vulkan structs
...
Currently deallocating VkDeviceCreateInfo and VkPipelineLayoutCreateInfo.
Still more to be done.
2016-02-07 18:43:17 +01:00
baldurk
8b7744e71c
Handle descriptor pools deleting their children implicitly on destroy
2016-02-07 18:43:16 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
...
* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
2b9c3118a5
Fix null deref becaues of incorrect error print
2016-02-07 18:43:14 +01:00
baldurk
2c0751c338
Change texdisplay.frag shader to be work with LunarG intel icd compiler
2016-02-07 18:43:13 +01:00
baldurk
1fd3d4ba29
Handle buffer or image ending up as VK_NULL_HANDLE in memory barriers
2016-02-07 18:43:13 +01:00
baldurk
2686ad698c
Mark queue as referenced when submitting through it
2016-02-07 18:43:12 +01:00
baldurk
e958b9925c
Demote logs to debug prints
2016-02-07 18:43:11 +01:00
baldurk
307052b467
For now, persistent maps are ones that have been going for many frames
2016-02-07 18:43:10 +01:00
baldurk
ac0f1c6540
Only put memory binds into frame capture record if they're not the first
2016-02-07 18:43:09 +01:00
baldurk
08a63f2c0b
Serialise image layout in CmdCopyBufferToImage properly
2016-02-07 18:43:08 +01:00
baldurk
31274c7c1c
Make sure going between WRITING_IDLE and WRITING_CAPFRAME is atomic
...
* This fixes a bug we had before, where we'd go into CAPFRAME then do a
bunch of work before clearing the frame record.
* The threading around this probably needs more careful thought - e.g.
the snapshotting and chunk insertion on end capture.
2016-02-07 18:43:07 +01:00
baldurk
18bcd75db7
Fix LogicalNot vs LogicalNotEqual
2016-02-07 18:43:06 +01:00
baldurk
0c55322abf
Allow sType to be wrong for VkDeviceQueueCreateInfo for now
...
* Dota passes 0 (APPLICATION_INFO) - presumably it's init'd with {0}
and the code doesn't set it properly yet as it's new.
2016-02-07 18:43:05 +01:00
baldurk
b72858b42f
Check image aspect mask by & not by ==
2016-02-07 18:43:05 +01:00
baldurk
e645728300
Make sure to serialise extensibility members in VkDeviceQueueCreateInfo
2016-02-07 18:43:04 +01:00
baldurk
9bbfa2a55f
Add todo about fetching dynamic state from either pipeline or dynamic
2016-02-07 18:43:03 +01:00
baldurk
731c37b6c4
Check the right buffer resource object for different descriptor types
2016-02-07 18:43:02 +01:00
baldurk
ca79cfecb6
Don't try and wait on semaphores on replay
...
* We don't track & restore semaphore signalled/unsignalled state on
replay, so it's not valid anyway. Just be conservative and wait for
idle.
2016-02-07 18:43:01 +01:00
baldurk
ee1460dcaa
Update C# vulkan pipeline state structs to match
2016-02-07 18:43:00 +01:00
baldurk
915f0b0b6c
Initialise dynamic state values to empty state
2016-02-07 18:42:59 +01:00
baldurk
1bc3b77406
Verify that DbgCreateMsgCallback is present before calling it
2016-02-07 18:42:58 +01:00
baldurk
5bb2e23182
Add InitInstanceReplayTables() to fetch Dbg*MsgCallback functions
2016-02-07 18:42:58 +01:00
baldurk
bd2f518343
Set correct usage bits on output window backbuffer images
2016-02-07 18:42:57 +01:00
baldurk
40343a9414
Change VK_IMAGE_ASPECT_COLOR to COLOR_BIT in image aspect masks
2016-02-07 18:42:56 +01:00
baldurk
b0d7501364
Linux compile fixes
2016-02-07 18:42:55 +01:00
baldurk
b2bc46913c
Remove eRes*State enums
2016-02-07 18:42:54 +01:00
baldurk
685f48a55f
remove references to $VULKAN_SDK_SRC, delete not-needed loader patch
2016-02-07 18:42:53 +01:00
baldurk
c4c002703e
Update SPIR-V disassembly for rev 32
2016-02-07 18:42:52 +01:00
baldurk
758ff74df6
Update DLL filename
2016-02-07 18:42:51 +01:00
baldurk
d7d766e21a
Restore VkResult return value to vkAllocDescriptorSets
2016-02-07 18:42:50 +01:00
baldurk
d2c725040f
Handle viewports or scissors pointers being NULL
2016-02-07 18:42:49 +01:00
baldurk
b46d68d6d7
Update layer code
2016-02-07 18:42:49 +01:00
baldurk
67ca741534
Fix any struct initialisers that weren't up to date
2016-02-07 18:42:48 +01:00
baldurk
2d681a50c8
Update some missed/typoed/newly added struct members or enums
2016-02-07 18:42:47 +01:00
baldurk
a6fb1e2577
Reorder CmdDraw parameters
2016-02-07 18:42:46 +01:00
baldurk
d48fb6ece4
Update WSI to new extension. Also misc structs, functions and enums
2016-02-07 18:42:45 +01:00
baldurk
304367b028
Change include paths from <vulkan/...> to just <...>
...
* This is inconsistent between windows and linux - on linux it's vulkan/
but on windows the files are just in the Include folder.
* For final ship, we may well in-line the header in our own source tree
as we do with GL, since it might even be custom-built.
2016-02-07 18:42:44 +01:00
baldurk
a214e9bdec
Remove dynamic state objects
2016-02-07 18:42:43 +01:00
baldurk
a05faed555
Remove VkAttachmentView
2016-02-07 18:42:42 +01:00
baldurk
070db79410
Remove VkAttachmentBindInfo
2016-02-07 18:42:41 +01:00
baldurk
f67ad0e14a
Change include folder to $VK_SDK_PATH/include, #include by <vulkan/...>
2016-02-07 18:42:40 +01:00
baldurk
bfde61a7aa
Handled duplicated semaphore objects in a hacky way.
2016-02-07 18:42:39 +01:00
baldurk
ff6b5faa70
Linux compile fixes
2016-02-07 18:42:38 +01:00
baldurk
ac44765bd7
Implement highlight box rendering
2016-02-07 18:42:37 +01:00
baldurk
fe99dcdbe7
Implement vkCmdUpdateBuffer wrapping
2016-02-07 18:42:36 +01:00
baldurk
40bb7ce0d9
Assign a random pipeline UUID so that applications provide SPIR-V
2016-02-07 18:42:36 +01:00
baldurk
76a50c2469
Add simple hacked-in environment variable settings for win32 vk layers
2016-02-07 18:42:35 +01:00
baldurk
31e47925b3
Need to completely disable GL hook if dll isn't loaded as layer
2016-02-07 18:42:34 +01:00
baldurk
27aec9b277
Add thread-local temp memory pool for storing temp unwrapped structs
...
* Avoids needing to do lots of small allocations
2016-02-07 18:42:33 +01:00