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