Commit Graph

4617 Commits

Author SHA1 Message Date
baldurk 46e4ccb5ee Batch up command lists used for preparing and applying initial state 2016-11-18 21:19:18 +01:00
baldurk 4ecd99bf52 Delete command buffer info from records 2016-11-18 21:17:13 +01:00
baldurk 5ae3cdf7fb Add a way to hint the initial size of the serialiser buffer 2016-11-18 18:38:28 +01:00
baldurk 0789f8f3d4 Bump up the size of the root signature pool 2016-11-18 16:51:47 +01:00
baldurk 5c280ee2ed Print the name of the type in pool errors 2016-11-18 16:51:28 +01:00
baldurk b1809c1949 Support HLSL custom display shaders on D3D12 2016-11-18 16:31:33 +01:00
baldurk 9be8d9b3cc Apply index offset when mesh picking in D3D12 2016-11-18 16:31:33 +01:00
baldurk 37c13027bd Handle baseVertex properly when mesh picking 2016-11-18 16:31:32 +01:00
baldurk 5de727e254 Move PS constant buffer to register 0 2016-11-18 16:31:31 +01:00
baldurk bb4bbd7403 Use MSAA for the mesh view 2016-11-18 16:31:30 +01:00
baldurk f5bacbe2c9 Implement mesh picking for D3D12 2016-11-18 16:31:29 +01:00
baldurk 92b6d7f87d Implement triangle size overlay for D3D12 using mesh output 2016-11-18 16:31:29 +01:00
baldurk 151b15ab54 Implement mesh output fetching for D3D12 2016-11-18 16:31:28 +01:00
baldurk 128e9de575 Rename the readback list/allocator as we'll use it for more things now 2016-11-18 16:31:27 +01:00
baldurk 1c7851a980 Add utility for creating a root sig straight from our own representation 2016-11-18 16:31:27 +01:00
baldurk 8fe6a51dbc Add utility for setting only root elements, instead of the whole state 2016-11-18 16:31:26 +01:00
baldurk 4c24dcecde Add typedef for shader data struct and utility accessors in pipeline 2016-11-18 16:31:25 +01:00
baldurk c08a357598 Remove redundancy in D3D mesh shaders, add mesh rendering for D3D12 2016-11-18 16:31:24 +01:00
baldurk 870601437d Handle GetBufferData for buffers large than 16MB, fix transitions 2016-11-18 16:31:23 +01:00
baldurk ffdc317a55 Switch from separate constant bfufers to a proper ring buffer 2016-11-18 16:31:23 +01:00
baldurk 6d86ecba8b Transition isn't redundant unless ALL states are already set. 2016-11-18 16:31:22 +01:00
baldurk bc147d3ad2 Implement texture saving (except for non-remapped MSAA saves) 2016-11-18 16:31:21 +01:00
baldurk 02d013bf7e Add drawcall timers for D3D12 2016-11-18 16:31:20 +01:00
baldurk f006e67291 Add quad overdraw overlay to D3D12
* Becaused D3D12 has a limitation against binding multiple descriptor
  heaps of the same type, we have to reserve some space in every user
  heap to be able to patch in our own descriptors for use.
2016-11-18 16:31:19 +01:00
baldurk d3964efc13 Make sure lists don't leak even in failure cases 2016-11-18 16:31:19 +01:00
baldurk 648d48672a Put sampling textures in PS_RES|NON_PS_RES to allow for CS sampling 2016-11-18 16:31:18 +01:00
baldurk 9d09d11905 Pass data to FillBuffer as const void* so we can fill with overdrawRamp 2016-11-18 16:31:17 +01:00
baldurk ee1853b139 Use versioned root sigs and version 1.1, so we have all relevant data 2016-11-18 16:31:17 +01:00
baldurk 434fe47b68 Tweak D3D12 pass events to ensure render targets are the same 2016-11-18 16:31:16 +01:00
baldurk ed080b7ccb Implement D3D12 pipeline state serialise 2016-11-18 16:31:15 +01:00
baldurk a7ded41d60 Use type of el implicitly in SIZE_CHECK macro 2016-11-18 16:31:14 +01:00
baldurk 3e09d28989 Implement all overlays for D3D12 except triangle size and quad overdraw 2016-11-18 16:31:14 +01:00
baldurk ad1e9e005b Fetch pass events for D3D12 the same way as we do for Vulkan 2016-11-18 16:31:13 +01:00
baldurk 07d8f3fe95 Wrap up CPU/GPU descriptor handle fetching neatly 2016-11-18 16:31:12 +01:00
baldurk 2b0b989288 Add utility functions for fetching pre-filled pipeline descriptors 2016-11-18 16:31:11 +01:00
baldurk 592faa84cd Only hide tooltip on close if it's currently visible 2016-11-18 16:31:10 +01:00
baldurk 4d7ecb4967 Add IsRenderOutput check for D3D12 2016-11-18 16:31:10 +01:00
baldurk 12dbff9adf Fix check for skipping invalid root signature elements 2016-11-18 16:31:09 +01:00
baldurk 1db06dfd43 Implement histogram for D3D12 2016-11-18 16:31:08 +01:00
baldurk 834148f862 Add texture min/max calculation for D3D12 2016-11-18 16:31:08 +01:00
baldurk 4b477e2307 Handle duplicated root signatures coming back during replay.
* This could happen if e.g. a capture contained the precise root sig
  that we use internally (and so was created outside of the capture).
  Otherwise, it would already be de-duplicated.
2016-11-18 16:31:07 +01:00
baldurk 50c803a395 Extract out SRV prep and resource copy as needed for tex sampling 2016-11-18 16:31:06 +01:00
baldurk c21b64f84a Fix stencil texture display 2016-11-18 16:31:05 +01:00
baldurk 0c06590df3 Remove cubemap binding from D3D/HLSL texture view. Just use 2D array 2016-11-18 16:31:05 +01:00
baldurk f704d34d07 Make sure correct base event appears for ExecuteIndirect() replaying 2016-11-18 16:31:04 +01:00
baldurk 0792185a17 Ignore modern vs folder .vs/ 2016-11-18 16:31:03 +01:00
baldurk 7a289c8d53 Strip out unique objects layer with other validation layers. Closes #423 2016-11-15 17:17:25 +01:00
baldurk 569cc0614f QRenderDoc target should depend on renderdoc, so it can link 2016-11-15 15:03:06 +01:00
baldurk db0fbfc56f Handle VK_ATTACHMENT_UNUSED in color/input attachments without crashing 2016-11-15 14:39:39 +01:00
baldurk 76cd51772a Add cmake parameters for linking qrenderdoc against static qt libs
* This is fine under LGPL as RenderDoc is also open source licensed, so
  any such builds can be fully recreated and linked against a new Qt.
2016-11-15 12:00:34 +01:00