Commit Graph

4636 Commits

Author SHA1 Message Date
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