baldurk
66416cc2d9
Remove replay information union - doesn't seem like we'll use it
2016-02-07 18:44:29 +01:00
baldurk
0cd6d00b86
Fix for Deserialise - don't modify serialised struct
2016-02-07 18:44:28 +01:00
baldurk
29b78d3620
Use swapchain from present call, if it's available
2016-02-07 18:44:27 +01:00
baldurk
f9b69b1002
QRenderDoc: Fetch texid to display correctly for Present() calls
2016-02-07 18:44:26 +01:00
baldurk
5363a6b9d2
Linux compile fixes
2016-02-07 18:44:26 +01:00
baldurk
6641c534ce
Comment out BGRA channel swizzle
2016-02-07 18:44:25 +01:00
baldurk
1117c2760d
Fix wrong loop
2016-02-07 18:44:24 +01:00
baldurk
49ef739761
Remove a VKTODO that's done
2016-02-07 18:44:23 +01:00
baldurk
cc904d9a4a
Remove some TODOs that aren't needed
2016-02-07 18:44:22 +01:00
baldurk
e1977a14f8
Add outputMask/inputMask to replay transitions from AMD 0.2.3 testing
2016-02-07 18:44:21 +01:00
baldurk
3c2f72e0ef
For now, set image view channel swizzle to match BGRA formats
...
* This should go away soon as there's an identity swizzle coming
2016-02-07 18:44:20 +01:00
baldurk
b2b8822dfa
Add outputmask to text atlas memory barrier
2016-02-07 18:44:19 +01:00
baldurk
cc7647b990
Add global memory barrier after init state application
2016-02-07 18:44:18 +01:00
baldurk
6a82c8639d
Make sure images always have the transfer dest usage bit
2016-02-07 18:44:17 +01:00
baldurk
944bad84b9
Set a compatible renderpass on graphics pipeline creation
2016-02-07 18:44:17 +01:00
baldurk
b03a1df2fe
Fix CmdUpdateBuffer to handle ring-buffering of UBO..
2016-02-07 18:44:16 +01:00
baldurk
6ec36d6695
Implement drawcall highlight and wireframe texture overlays
2016-02-07 18:44:15 +01:00
baldurk
b41e8edfae
Move TLS initialisation to constructor so it's available on replay too
2016-02-07 18:44:14 +01:00
baldurk
a122385c89
Check for and enable needed physical device features
2016-02-07 18:44:13 +01:00
baldurk
08876581f7
Add some extra pipeline data to creation info struct
2016-02-07 18:44:12 +01:00
baldurk
30c30ca807
Make sure to init creation info for replay-time object creation
2016-02-07 18:44:11 +01:00
baldurk
07777e0e41
Add partial handling for doing WithoutDraw/OnlyDraw log replays
...
* WithoutDraw still assumes it's replaying from the start. I'm not sure
if it's worth handling WithoutDraw from an arbitrary point. Might move
the only use of that (InitPostVSBuffers for a whole pass) into the
driver for implementation, it would be easier.
2016-02-07 18:44:10 +01:00
baldurk
fb65217a10
Do overlay render (for now just fixed colour)
2016-02-07 18:44:10 +01:00
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