baldurk
60f83c1b5e
Set icons for child windows
2016-11-21 17:04:08 +01:00
baldurk
32c9180f82
Don't try to show find-all dialog if it's already visible
2016-11-21 16:46:31 +01:00
baldurk
a85eb017a3
Add custom browsing for executable files that checks permissions
2016-11-21 16:46:19 +01:00
baldurk
b2464e1c64
Create logfiles in 0644
2016-11-21 15:05:32 +01:00
baldurk
72f0bf6dde
While not implemented, default vulkan layer warning to not visible
2016-11-21 14:57:14 +01:00
baldurk
0193892851
Initialise m_lastUsedArea to NULL
2016-11-21 14:55:18 +01:00
baldurk
145efba57b
Only call update() in setGeometry() when it's a new rect.
2016-11-21 14:55:18 +01:00
baldurk
1ea3e5bcda
Remove maxmimumSize where inappropriate, as it breaks on other layouts
2016-11-21 12:36:13 +01:00
baldurk
2483fd776a
Add option for the flow layout to keep a fixed grid size
2016-11-21 12:35:38 +01:00
baldurk
f336643e37
Check for 5.6 Qt specifically in project file.
2016-11-21 10:56:28 +01:00
baldurk
60fed06de0
Don't error on unknown warning suppression
...
* Otherwise it's impossible - this warning I guess was only added in a
later version.
2016-11-19 15:43:11 +01:00
baldurk
512906c104
Export GLX functions we don't intercept as pass-through functions
2016-11-19 15:13:55 +01:00
baldurk
0a4f79ce8d
Ignore a new warning in glslang
2016-11-19 15:13:54 +01:00
baldurk
2dff321f56
Win32 compile fixes
2016-11-19 15:13:54 +01:00
baldurk
9d108d5a32
Use Qt isinf/isnan functions to avoid math.h mess. Refs #430
2016-11-19 15:13:53 +01:00
baldurk
9014c5330a
Take global GL lock when inside SwapBuffers & Start/EndFrameCapture
...
* If we don't have this lock, we can end up trampling serialisation
as two threads try to serialise at once.
2016-11-19 12:52:20 +01:00
baldurk
4e6a461d32
Define AMD_EXTENSIONS on linux builds of glslang
2016-11-19 12:52:20 +01:00
baldurk
1b2b6196ee
Change VERBOSE_DIRTY_RESOURCES to use macro options properly
2016-11-18 21:19:58 +01:00
baldurk
ec5f6565e2
Hold cap transition lock until we've read back dirty resources
...
* If we don't, then more resources can be marked as dirty in between
us transitioning back to idle, and actually doing the readback.
2016-11-18 21:19:45 +01:00
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