baldurk
4b33e0957d
Ring buffer tex display descriptor sets, so multiple images can be drawn
...
* Otherwise the UpdateDescriptorSet for the second render overwrites the
descriptor for the first render without a sync&flush in between.
2016-02-07 18:44:09 +01:00
baldurk
11ce77e8cd
Ring buffer UBO updates to avoid needing to flush after each use
...
* Make each UBO N times larger, and map subsets of them in ring-buffer
fashion. Use dynamic offsets to specify the right subset.
2016-02-07 18:44:08 +01:00
baldurk
23142d9be2
Do any ResetCommandBuffer inside GetNextCmd()
2016-02-07 18:44:07 +01:00
baldurk
c8d78b9f38
Tidy up some VKTODOs in texture display code
2016-02-07 18:44:06 +01:00
baldurk
b389a4b349
Fix outline strip vertex buffer
2016-02-07 18:44:05 +01:00
baldurk
fb910e1137
Set cube flag properly
2016-02-07 18:44:04 +01:00
baldurk
db3c50a5ec
Use live ID instead of original ID to index maps like creation info etc
2016-02-07 18:44:03 +01:00
baldurk
c50fd9af9b
Memory leaks in replay UI seem to be gone...
2016-02-07 18:44:02 +01:00
baldurk
3f466bc2cb
Slightly better/more 'correct' event synchronisation handling
2016-02-07 18:44:02 +01:00
baldurk
5bce6cf75b
Split m_ImageInfo into creationinfo and just imagelayouts
...
* In future perhaps the imagelayouts could be stored under the record in
capture, but need to handle that somehow in the resource manager
functions that manipulate the states based on accumulated transitions.
2016-02-07 18:44:01 +01:00
baldurk
9fb9b59c32
Move m_MemoryInfo to m_CurrentMaps and ensure correct locking
2016-02-07 18:44:00 +01:00
baldurk
98808226bb
Split cmdbuffer data into stuff under resource record, and replay state
2016-02-07 18:43:59 +01:00
baldurk
deea8362db
Move object names to creation info, rename replay side maps for clarity
2016-02-07 18:43:58 +01:00
baldurk
0ff8501561
Move swapchain info either under resource record or into creationinfo
2016-02-07 18:43:57 +01:00
baldurk
1f42e54145
Move shadermodule/shaderinfo into creationinfo, which is replay-only
2016-02-07 18:43:56 +01:00
baldurk
d253335f3e
Minor cleanup and gather all the global maps together, for refactoring
2016-02-07 18:43:55 +01:00
baldurk
04a2e2ad2a
Add (slightly hacky) clearing of init contents after capture
...
* This eliminates most of the leaking on capture - other than this it's
mostly the leaking serialisation which isn't a huge deal (this could
be ~900MB-1GB a capture.
2016-02-07 18:43:54 +01:00
baldurk
ff26fabc7f
Batch up internal queue submits with multiple cmd buffers
...
* Also avoids a couple of unnecessary QueueWaitIdle CPU-GPU syncs
2016-02-07 18:43:53 +01:00
baldurk
b12ef92da7
Cache image views created for displaying images
2016-02-07 18:43:52 +01:00
baldurk
2770e424ca
Mark that swapchain resizing works and doesn't crash anymore
2016-02-07 18:43:51 +01:00
baldurk
e35f8acd7a
Mark that SRGB correctness is mostly done
2016-02-07 18:43:50 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
e838f0841d
Fill out dynamic state with pipeline state values, if not set as dynamic
2016-02-07 18:43:48 +01:00
baldurk
2907d1a309
Implement IsRenderOutput now that we have a pipeline state
2016-02-07 18:43:47 +01:00
baldurk
9d3202ae5f
Don't conflict between C# UI and replay output flipping pixel context
2016-02-07 18:43:46 +01:00
baldurk
91ac384736
Make sure we always do BindOutputWindow/FlipOutputWindow pairs of work
2016-02-07 18:43:46 +01:00
baldurk
b319929f39
Make sure swapchain images are given TRANSFER_SOURCE usage
2016-02-07 18:43:45 +01:00
baldurk
8f91342f33
Check memory requirements for buffers when preparing initial state
2016-02-07 18:43:44 +01:00
baldurk
1068288a17
Remove some outdated VKTODOs
2016-02-07 18:43:43 +01:00
baldurk
6a208e608c
Add vulkan pipeline state to replay proxy serialising
2016-02-07 18:43:42 +01:00
baldurk
2e08ef8ef5
32-bit compile warning fix
2016-02-07 18:43:41 +01:00
baldurk
ad59636cde
Clarify that there are leaks on capture and replay
2016-02-07 18:43:40 +01:00
baldurk
b1b6e29162
Free memory for initial states, and our own command pool
2016-02-07 18:43:39 +01:00
baldurk
a9bf0a2538
Destroy debug manager and serialiser on shutdown
2016-02-07 18:43:38 +01:00
baldurk
347cd67354
Make sure to delete buffers after use
2016-02-07 18:43:37 +01:00
baldurk
7a63e824cc
Make sure images always have SAMPLED and TRANSFER_SOURCE usage bits
2016-02-07 18:43:37 +01:00
baldurk
963986b9e9
Do swapchain resizing properly and re-enable thumbnails (working now?!)
2016-02-07 18:43:36 +01:00
baldurk
4336722e34
Tidy up FetchTexture data for vulkan, fill out all fields properly
2016-02-07 18:43:35 +01:00
baldurk
313f53a820
Remove stored fake backbuffer data, display backbuffer on present calls
2016-02-07 18:43:34 +01:00
baldurk
19a13eefee
Allow multiple frame capture
2016-02-07 18:43:33 +01:00
baldurk
e841bd9969
Implement proper pixel picking via RenderTexture & F32 readback
2016-02-07 18:43:32 +01:00
baldurk
4ebbf09364
Get replay to display textures in gamma-correct fashion
2016-02-07 18:43:31 +01:00
baldurk
64be44bf8b
Fix mip display of textures
2016-02-07 18:43:30 +01:00
baldurk
feec902280
Implement remaining API functions
...
* Some functions, particularly synchronisation related event/fence
functions, are mostly untested and likely don't work yet.
2016-02-07 18:43:29 +01:00
baldurk
b3d06da6a0
Implement more Cmd functions. CmdExecuteCommands is stubbed out
2016-02-07 18:43:28 +01:00
baldurk
f6b6104977
Implement a few more API entry points, some are stubbed out
2016-02-07 18:43:28 +01:00
baldurk
5e624d0f58
Add current release notes
2016-02-07 18:43:27 +01:00
baldurk
9cc52ebc7e
Windows compile fix - header declare Deserialise template functions
...
* MSVC generates multiply defined symbols otherwise.
2016-02-07 18:43:26 +01:00
baldurk
2b5fe533e7
Remove VKTODO for Deserialise - completed by @greg-lunarg
2016-02-07 18:43:25 +01:00
GregF
38ebce536e
Finish move to Deserialise function; remove Deserialise class
2016-02-07 18:43:24 +01:00