baldurk
59398c8567
Fix up init state handling to at least compile
2016-02-07 18:48:29 +01:00
baldurk
624ab27f15
smaller files compiling
2016-02-07 18:48:28 +01:00
baldurk
03d0bc9f88
get vk_info.cpp compiling
2016-02-07 18:48:27 +01:00
baldurk
103c285c44
fix vk_<platform> files to compile (commented out GetHandleForSurface)
2016-02-07 18:48:26 +01:00
baldurk
998743aafc
Update memory type handling
2016-02-07 18:48:25 +01:00
baldurk
092abb7b27
Update sparse mapping utility functions for renamed members
2016-02-07 18:48:24 +01:00
baldurk
7545d1902f
Fix resource utility functions
2016-02-07 18:48:24 +01:00
baldurk
57ae4e76f5
Move some functions from device layer table to instance layer table
2016-02-07 18:48:23 +01:00
baldurk
b9f0c7ef96
More interim compile fixes to headers
2016-02-07 18:48:22 +01:00
baldurk
7dd5eec282
Update function signatures
2016-02-07 18:48:21 +01:00
baldurk
983b528e20
Some quick compile fixes in header for updated structs etc
2016-02-07 18:48:20 +01:00
baldurk
95a64071fb
Fixes for new handle types (opaque pointers). Note, 32-bit is broken.
2016-02-07 18:48:19 +01:00
baldurk
0e75bafdb1
Fix topology enums
2016-02-07 18:48:18 +01:00
baldurk
428968152b
Update resource format functions (VkFormat <-> ResourceFormat)
2016-02-07 18:48:17 +01:00
baldurk
cdaffe0698
Remove WrappedVkShader
2016-02-07 18:48:17 +01:00
baldurk
a72b32eb23
Rename VkCmdPool -> VkCommandPool
2016-02-07 18:48:16 +01:00
baldurk
75a31f9f09
Rename VkCmdBuffer -> VkCommandBuffer
2016-02-07 18:48:15 +01:00
baldurk
50195131cc
Fix up deserialise functions (delete/cleanup allocated arrays on replay)
2016-02-07 18:48:14 +01:00
baldurk
8cc0c10a00
Start updating vk_common Serialise() functions - Part 2: structs
2016-02-07 18:48:13 +01:00
baldurk
4147c30206
Start updating vk_common Serialise() functions - Part 1: enums/bitfields
2016-02-07 18:48:12 +01:00
baldurk
865ad8431d
Update #include statements
2016-02-07 18:48:11 +01:00
baldurk
506abdb2d6
For 1.0 we'll only display API events on command buffers
2016-02-07 18:48:10 +01:00
baldurk
930e013c9f
Separate out vulkan current state values to separate proper structure
...
* This lets us remove a hack for mesh output readback that replays a
single drawcall with different index count by setting a magic number.
2016-02-07 18:48:09 +01:00
baldurk
521ec84b8b
Add pipeline export to HTML for vulkan
2016-02-07 18:48:08 +01:00
baldurk
e2f9cffb3d
Fix recording image barriers from non-baked command info
2016-02-07 18:48:08 +01:00
baldurk
787776f5d3
Fix error firing when printing array constants
2016-02-07 18:48:07 +01:00
baldurk
f417cf91ac
Draw highlight box with rect clears, remove pipeline, strip VBO, etc
2016-02-07 18:48:06 +01:00
baldurk
60af596280
Implement texture saving via GetTextureData()
2016-02-07 18:48:05 +01:00
baldurk
c19a0588b9
Fetch physical device format properties
2016-02-07 18:48:04 +01:00
baldurk
276099d55a
Fix SPIR-V disassembly of variable declarations inside control flow
2016-02-07 18:48:03 +01:00
baldurk
984de2f57d
Don't unwrap objects being passed to our own functions
2016-02-07 18:48:02 +01:00
baldurk
1348e1a193
Vertex ID isn't dense 0-based, need to rebase and have sparse VB
...
* This isn't ideal, but compared to streamout/xfb we don't have a
practical way to do dense output, so need to hope that indices are
mostly clustered and don't cause too many problems.
2016-02-07 18:48:01 +01:00
baldurk
80efe190b3
Only release buffers/memory that is not already NULL
2016-02-07 18:48:01 +01:00
baldurk
c06aeebd3a
Crash fix for non-indexed meshes
2016-02-07 18:48:00 +01:00
baldurk
3c8fe0e44a
Add notes about where we'd need to handle queue resource sharing
...
* This won't be handled until after 1.0 (since that's when we'll support
multiple queue families, etc.
2016-02-07 18:47:59 +01:00
baldurk
acb38757cd
Add error if flushing an unmapped region of memory
2016-02-07 18:47:58 +01:00
baldurk
fa1520bc13
Follow the spec strictly - only coherent memory is 'implicitly flushed'
...
* Technically coherent memory isn't implicitly flushed either, but this
is handling is required if memory is mapped, written to, and unmapped
without ever hitting a QueueSubmit where we will check any current
coherent map, and treat it as persistent to flush it out.
2016-02-07 18:47:57 +01:00
baldurk
5bb4b0dc13
Mapped memory offsets don't have to be aligned at all
...
* The guarantee is that the base pointer (ie. returned pointer minus
offset) is aligned to some value.
2016-02-07 18:47:56 +01:00
baldurk
3b9f4da65a
Store resource record length field as uint64_t instead of int32_t
2016-02-07 18:47:55 +01:00
baldurk
04467206cb
pool counts seem to be reasonable - remove TODO
2016-02-07 18:47:54 +01:00
baldurk
f2d123a0e6
mark VKTODOs to do with GPU/device portability as such
...
* These won't get addressed before 1.0
2016-02-07 18:47:54 +01:00
baldurk
e8ded0d785
Initial state aspect handling incorrectness is much less severe now
2016-02-07 18:47:53 +01:00
baldurk
75a2a4257b
Remove VKTODO notes, not needed anymore
2016-02-07 18:47:52 +01:00
baldurk
9bd7ed9d61
Improve text reporting for render pass load/store operations
2016-02-07 18:47:51 +01:00
baldurk
88d7cb4ef1
Add VectorTimesMatrix to disassembly
2016-02-07 18:47:50 +01:00
baldurk
cf92126d7c
Update mesh output note in future work
2016-02-07 18:47:49 +01:00
baldurk
a72ea00210
Free PostVS data on shutdown
2016-02-07 18:47:48 +01:00
baldurk
09f8564c4d
Add message if side-effects features aren't available
2016-02-07 18:47:48 +01:00
baldurk
fcb822b021
Update release notes - mesh output data is now available!
2016-02-07 18:47:47 +01:00
baldurk
e03d5b01c2
Get right number of components for RGB formats
2016-02-07 18:47:46 +01:00