baldurk
9da05cd939
Add support for VK_NV_dedicated_allocation
2017-02-21 16:51:52 +00:00
baldurk
e55b9d044b
Add super hacky fix for even more hacky horrible internal MS code
2017-02-21 15:17:14 +00:00
baldurk
05d0ce2c55
Fix android build referring to deleted files
2017-02-21 13:12:23 +00:00
baldurk
c141137a59
Fix max index of buffer lookup component being applied to the wrong idx
...
* The component must be clamped (ie if the stride is 8 bytes, .z is not
valid) rather than the place of the component (.xxxy is fine - even if
.y is in the 'w' place)
2017-02-21 12:01:24 +00:00
baldurk
6d428669d5
Follow up to c088c9186d - opcodes can shift by scalar or component-wise
2017-02-21 12:01:23 +00:00
baldurk
06af5ca71e
Handle D32 format in pixel history by remapping when creating a UAV
2017-02-21 12:01:23 +00:00
baldurk
ee958295b7
Handle InstanceDataStepRate >= 1 in vertex debugging
2017-02-21 12:01:22 +00:00
baldurk
4b60073e81
Workaround for nvidia driver bug - demote IMMUTABLE buffers to DEFAULT
2017-02-21 12:01:22 +00:00
baldurk
f98be940ad
Fix trying to save images of a typeless format without type hint given
2017-02-21 12:01:21 +00:00
baldurk
c12279f641
Fixes for multi-instance picking
...
* Always at least pick the current instance, even if no others are
visible
* Only apply to VS output picking. Inputs either don't vary with inst ID
or are trivial (all verts identical) depending on the element selected
* Respect the currently selected element instead of always picking
the position output
* If we're selecting a different instance, we have to queue the vertex
selection because otherwise the refreshing of rows breaks it
2017-02-20 22:16:57 +00:00
baldurk
6c36f5cbd3
Fix GL depth-stencil overlays working on renderbuffers and cubemaps etc
2017-02-20 22:16:57 +00:00
baldurk
c615ae102d
Remove namespace clash between D3D and GL struct names
2017-02-20 22:16:56 +00:00
baldurk
165a7df694
Fix eventID counting on glMultiDraw*
2017-02-20 22:16:56 +00:00
baldurk
4eb0f38563
Make sure the compiler doesn't re-order input elements to pack them
2017-02-20 22:16:55 +00:00
baldurk
e86109ad08
Add marker regions for shader debugging
2017-02-20 22:16:54 +00:00
baldurk
ec2e3cc75d
Don't use BindBufferBase when binding a buffer for mapping. Refs #344
2017-02-20 14:48:50 +00:00
baldurk
20437551c6
Copy uniforms after potentially linking program as it resets them to 0
2017-02-20 14:48:49 +00:00
baldurk
913ba6fed1
Don't erase VendorCheck in unrelated function, resetting them to false
2017-02-20 14:48:48 +00:00
baldurk
2475e3844d
Add marker regions for self-hosted captures in GL
2017-02-20 14:48:48 +00:00
baldurk
c47d50ea7b
Use per-face targets when serialising cubemap images with TexImage
2017-02-20 14:48:46 +00:00
Michael Rennie
71a37c5794
GLWindowingData GLX/EGL context functions now in GLPlatform interface.
...
immediateBegin/Vert/End refactored to DrawQuads().
2017-02-17 20:32:39 +00:00
Peter Gal
4511c0b86f
Add explicit initialization of the GL ES driver
...
When the EGL api was invoked a normal OpenGL
driver was created instead of a GL ES driver.
With this modification we explicitly initialize the
OpenGL ES driver in case of EGL api calls.
In every other case we assume the normal OpenGL driver.
2017-02-17 20:19:19 +00:00
baldurk
bea403743a
Include errno.h
2017-02-17 20:16:22 +00:00
baldurk
16f85cadc2
Comment out use of glXCreateWindow
2017-02-17 20:16:18 +00:00
baldurk
24c1042f06
Return an empty MeshFormat for GetPostVSData on invalid drawcall
2017-02-17 13:25:23 +00:00
baldurk
55dee854d6
Add default constructor for MeshFormat
2017-02-17 12:27:47 +00:00
baldurk
8ffcab84d9
Add self-hosting tool menu items on windows
2017-02-17 12:26:49 +00:00
baldurk
4b572d4d3c
Use valid serialised array count during read. Fixes crash in ClearView
2017-02-17 09:59:42 +00:00
baldurk
fae56e453e
Fix variable shadowing warning on VS2015
2017-02-16 19:22:40 +00:00
baldurk
11a914bd59
Implement win32/linux checking and registering of vulkan layers
2017-02-16 17:10:03 +00:00
baldurk
71c05ed572
Remove some of the redundant places where git commit hash is #define'd
2017-02-16 17:10:02 +00:00
baldurk
845450848a
Add RENDERDOC_SUPPORT_GL define to VS build
2017-02-16 17:09:37 +00:00
Peter Gal
8366da4a6b
Add new OpenGL ES driver type
...
Introduce the OpenGL ES driver type and use it in the
EGL replay code path. Also propagate the GLES mode info
into the OpenGL driver class.
2017-02-16 15:00:12 +01:00
Peter Gal
a70bcb8ad3
Add EGL replay implementation
2017-02-15 22:38:26 +00:00
baldurk
af6b4cf68c
Add new linux files to vcxproj
2017-02-14 19:16:54 +00:00
baldurk
f416f4770e
Implement UI side of detecting vulkan layer problems and fixing as admin
...
* Stub functions for the actual detection/fixing part.
2017-02-14 19:14:53 +00:00
baldurk
bc2ef77405
Centralise object file dirs in VS so they're not all over the tree
2017-02-14 19:14:52 +00:00
baldurk
edaf0ef0de
Don't rely on GL driver to store object name, store ourselves. Refs #509
2017-02-14 19:14:52 +00:00
Michael Rennie
e19f547f25
Allow GLX and EGL hooks to be compiled together.
...
GLHookSet is moved into shared code, and will be populated by whichever
API is used by the app.
2017-02-14 14:19:47 +00:00
baldurk
ebb348962c
Breakpoint/dump on error/fatal messages as appropriate
2017-02-13 19:20:25 +00:00
baldurk
1fe36fc90f
Connect up the simple help menu entries for opening websites/docs/log
2017-02-13 19:20:24 +00:00
baldurk
4a9b5ae60c
Add support for direct mode display extensions
...
* Minor change made to vulkan.h to avoid including Xrandr.h directly and
adding a new dependency, when all we need is the RROutput typedef
2017-02-13 19:20:19 +00:00
baldurk
4cb9fb4fe3
Add support for display control extensions
...
* VK_EXT_display_surface_counter and VK_EXT_display_control
2017-02-13 19:20:18 +00:00
baldurk
3d23dbe82c
Add pass-through support for VK_KHR_get_physical_device_properties2
...
* Subsequent extensions *using* this method may need unwrapping/wrapping
for the input/output structures, but as a base extension it doesn't
need any work.
2017-02-13 19:20:18 +00:00
baldurk
4bd1ff19fa
Add 'free' to support extensions
2017-02-13 19:20:17 +00:00
baldurk
e51a2d221f
Add support for VK_KHR_maintenance1
...
* We can silently support 3D slice rendering and copies to 2D, this is
just a driver-side change.
* Ditto for supporting vkCmdFillBuffer on transfer queues.
* We don't have anything to do with format queries or error returns.
* We already support negative viewport height for
VK_AMD_negative_viewport_height.
* So it's only the new command for trimming command pools that we need
to support - and that is just passthrough/non-recorded.
2017-02-13 19:20:17 +00:00
baldurk
8f84564d46
Update for new enum values, dispatch table structs in latest headers
2017-02-13 19:20:16 +00:00
baldurk
c326145834
Remove a local modification to vulkan.h defining type-safe 32-bit handle
...
* This is possible now because VK_NON_DISPATCHABLE_WRAPPER_STRUCT isn't
redefined in vulkan.h if defined externally
2017-02-13 19:20:15 +00:00
baldurk
9d349d48ae
Update to vulkan headers from 1.0.39
2017-02-13 19:20:14 +00:00
baldurk
801547ac16
Delete stub gl_*_android files, and add gl_*_egl to VS project
2017-02-13 10:23:53 +00:00