baldurk
4ee317566e
Type IDs are not allowed to alias in SPIR-V
2016-02-07 18:47:21 +01:00
baldurk
1b936f6269
Render secondary drawcalls in mesh view
2016-02-07 18:47:20 +01:00
baldurk
a5be2b4f48
Add post-vertex mesh data fetching. Not complete, but proof-of-concept
2016-02-07 18:47:19 +01:00
baldurk
cf13662804
Rename struct since VS seems to incorrectly alias it with Vulkan struct
2016-02-07 18:47:18 +01:00
baldurk
2ce192ef3c
Return mapped pointer when going through wrapped vkMapMemory on replay
2016-02-07 18:47:17 +01:00
baldurk
4d8013ff09
Fetch live pipeline layout when replaying vkCmdPushConstants
2016-02-07 18:47:17 +01:00
baldurk
10313415d9
Don't combine load/stores for non-function variables
2016-02-07 18:47:16 +01:00
baldurk
33f3f3b6de
A bit nicer nameless struct naming
2016-02-07 18:47:15 +01:00
baldurk
dd6adf1774
Make sure to use the right index when considering output skipping
2016-02-07 18:47:14 +01:00
baldurk
7a6d964af3
Keep struct size up to date when skipping non-mesh outputs
2016-02-07 18:47:13 +01:00
baldurk
b625c69d1a
Allow disassembly if struct isn't named (generate default unique name)
2016-02-07 18:47:12 +01:00
baldurk
4e5cecd3b5
Add SPIR-V disassembly support for runtime-sized arrays
2016-02-07 18:47:11 +01:00
baldurk
1c5a5c9a4b
Add functions to get FetchDrawcall by ID from core
2016-02-07 18:47:11 +01:00
baldurk
0120d5cba1
Just used vulkan push range struct - it's POD
2016-02-07 18:47:10 +01:00
baldurk
03a2497c6b
Don't display semantic index if it's not needed
2016-02-07 18:47:09 +01:00
baldurk
6077293849
Get input mapping correct (after signatures are sorted)
2016-02-07 18:47:08 +01:00
baldurk
9fbb27dccb
Add rest of SPIR-V modification, generate code to dump output to buffer
2016-02-07 18:47:07 +01:00
baldurk
132415fd38
Add a bit of a hack to store which ID/member each output element is for
2016-02-07 18:47:06 +01:00
baldurk
344a4a4d2d
Add initial part of injecting code to SPIR-V to dump outputs to buffer
...
* At the moment it adds the necessary types and decorations etc to
declare the buffer, but doesn't add any code to write the outputs yet.
2016-02-07 18:47:05 +01:00
baldurk
4370fda970
spaces->tabs, and catch a couple of other cases that weren't commented
2016-02-07 18:47:04 +01:00
Greg Fischer
feb20a298f
execute barriers for all subresources of an image
2016-02-07 18:47:03 +01:00
baldurk
b34df1b5b7
Add super hack to do BGRA swizzling the other way around on AMD
2016-02-07 18:47:02 +01:00
Derrick Owens
126d491014
Fixes for incorrect aspect/aspectFlag being used in initial states
2016-02-07 18:47:01 +01:00
baldurk
1dfdb88560
Add cast for picky VS2015 warnings
2016-02-07 18:47:01 +01:00
baldurk
4fdb15b06d
Do depth image memory barrier properly for display
2016-02-07 18:47:00 +01:00
baldurk
b4ebc13c9d
Support push constants display in UI
2016-02-07 18:46:59 +01:00
baldurk
10d324173d
Declare variables in-line in functions at their use, not all up top
2016-02-07 18:46:58 +01:00
baldurk
746b6c55ad
List shader execution modes
2016-02-07 18:46:57 +01:00
baldurk
ade18cc1fa
Add a missing math op
2016-02-07 18:46:56 +01:00
baldurk
b3f3a0b6e1
Disassemble specified shader capabilities
2016-02-07 18:46:55 +01:00
baldurk
090d033a57
Format sampled image types correctly
2016-02-07 18:46:54 +01:00
baldurk
879384500b
Add missing newline in function variable declarations
2016-02-07 18:46:53 +01:00
baldurk
47e6c7056a
Fix signature parameters of structs (commonly e.g. gl_PerVertex)
2016-02-07 18:46:53 +01:00
baldurk
99af3c4b59
vector shuffle can take constant as well as an op
2016-02-07 18:46:52 +01:00
baldurk
582622563c
Handle arrays of structs in SPIR-V disassembly
2016-02-07 18:46:51 +01:00
baldurk
a90b2315ec
Don't try and disassemble invalid SPIR-V (it may be GLSL)
2016-02-07 18:46:50 +01:00
baldurk
4ec19f5b2c
Add easy to disable #define to control whether MSAA is used or not
2016-02-07 18:46:49 +01:00
baldurk
49c72c5a85
Don't read from non-red channels in R8 texture in view swizzles
2016-02-07 18:46:48 +01:00
baldurk
666c3176f8
Use the right aspect for creating texture-display image views
...
* Even if depth display isn't right, this is at least not as wrong.
2016-02-07 18:46:47 +01:00
baldurk
764296e980
Fix new warnings in VS2015
2016-02-07 18:46:46 +01:00
baldurk
6116709b50
Be less aggressive with conservative type sizes for descriptor pool
2016-02-07 18:46:45 +01:00
baldurk
b727bda0d1
Check for errors when calling QueueSubmit to submit our internal cmds
2016-02-07 18:46:44 +01:00
baldurk
c1be165f49
Fix not calling c_str() in varargs parameter
2016-02-07 18:46:44 +01:00
baldurk
c593986bf8
Fix ambiguous variable shadowing
2016-02-07 18:46:43 +01:00
baldurk
5d676d967e
Explicitly cast flags types with no bits to a dummy enum for serialising
2016-02-07 18:46:42 +01:00
baldurk
529119a65b
Remove VKTODO comments - in/out blocks aren't important
2016-02-07 18:46:41 +01:00
baldurk
5c309d9d34
Refactor handling of resources/binding to be much more flexible
...
* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
2016-02-07 18:46:40 +01:00
baldurk
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
...
* This is preparation for a following commit, might not work on its own
(mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk
e51cf27321
Get abbreviations from common pipeline state (as they're API specific)
...
* Also the PipelineStateViewer will set its current 'sticky' API type
to the common pipeline state, so that when a log isn't loaded we can
still get API-specific properties that match the last API used.
2016-02-07 18:46:38 +01:00
baldurk
ebb9f05c75
Pass through base mip/level for vulkan resources (also for GL textures)
2016-02-07 18:46:37 +01:00