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
baldurk
534f9943f9
Handle arrays of shader resources in pipeline state
2016-02-07 18:46:36 +01:00
baldurk
8a6d2ebf30
Handle arrays of uniform buffers in descriptor slots
2016-02-07 18:46:35 +01:00
baldurk
be289dbec2
Sort descriptor bindings by set, then by bind
2016-02-07 18:46:34 +01:00
baldurk
f87d609224
Fix disassembly of vectors
2016-02-07 18:46:33 +01:00
baldurk
a012652049
Handle arrays of objects in shaders
2016-02-07 18:46:32 +01:00
baldurk
13907a6c05
Don't delete data while writing
2016-02-07 18:46:31 +01:00
baldurk
7dd5760420
Try to handle unbound resources a bit better
2016-02-07 18:46:31 +01:00
baldurk
1503e7f881
Add mousemove/mouseleave handlers for non-PS resources
2016-02-07 18:46:30 +01:00
baldurk
e6807ec3a7
Proper display for descriptor sets in pipeline state view
2016-02-07 18:46:29 +01:00
baldurk
e17560af5a
Unwrap fence objects in vkWaitForFences
2016-02-07 18:46:28 +01:00
baldurk
0339bd5411
32-bit compile fixes (mostly for offsets/lengths becoming 64-bit)
2016-02-07 18:46:27 +01:00
baldurk
2e8e62ffbf
Update/tweak unimplemented function messages
2016-02-07 18:46:26 +01:00
baldurk
68f4d9d27a
Rename 'transitions' to image barriers/layout updates
2016-02-07 18:46:25 +01:00
baldurk
c0e7153fa5
Update release notes - most overlays now supported
2016-02-07 18:46:24 +01:00
baldurk
ba8114936e
Render mesh displays as 4x MSAA to make the line rendering a bit nicer
2016-02-07 18:46:23 +01:00
baldurk
cac4ddf792
Implement depth and stencil test overlays
2016-02-07 18:46:22 +01:00
baldurk
243d6c8310
Implement backface culling overlay
2016-02-07 18:46:21 +01:00
baldurk
d77dcf680a
Implement viewport/scissor overlay
2016-02-07 18:46:21 +01:00
baldurk
2caa7803b8
Add a post-1.0 feature, for completeness sake
2016-02-07 18:46:20 +01:00
baldurk
80161a7678
Update release notes, another known issue bites the dust
2016-02-07 18:46:19 +01:00
baldurk
05dbeccee4
Implement NaN/inf/neg and clipping overlays in tex display shader
2016-02-07 18:46:18 +01:00
baldurk
d5aa1da377
Implement histogram and min/max fetching via compute
2016-02-07 18:46:17 +01:00
baldurk
7441a3dc1e
Don't have two overloads that are ambiguous on pointer param
2016-02-07 18:46:16 +01:00
baldurk
f659346399
Don't fetch pipeline cache record from handle that can be NULL
2016-02-07 18:46:15 +01:00
baldurk
d539ada699
Add easy code to add validation layers on replay
2016-02-07 18:46:14 +01:00
baldurk
d4aa8d4b94
Fix debug callback - should have a return value of VkBool32
2016-02-07 18:46:13 +01:00
baldurk
5c97b1b802
Creating geometry shaders works better if you pass the right SPIR-V...
2016-02-07 18:46:13 +01:00
baldurk
15ec34d3fd
Update release notes - mesh preview works
2016-02-07 18:46:12 +01:00
baldurk
1f762f51d0
Implement vertex highlighting and helpers for mesh view
2016-02-07 18:46:11 +01:00
baldurk
879df25850
Implement mesh rendering (wireframe and solid)
2016-02-07 18:46:10 +01:00
baldurk
5fdc74d34b
Fix for replaying Begin/EndRenderPass draws
2016-02-07 18:46:09 +01:00
baldurk
b93b8eb662
Tweak debug callback print
2016-02-07 18:46:08 +01:00
baldurk
c1f87201bb
Fix some debug validation layer errors
2016-02-07 18:46:07 +01:00
baldurk
b09bc089ef
Make sure DisplayMesh() at least does some kind of render
2016-02-07 18:46:06 +01:00
baldurk
743438d5bd
Initialise resource pointer to NULL
2016-02-07 18:46:05 +01:00
baldurk
b985c5c67b
Add MakeVkFormat and MakeVkPrimitiveTopology functions
2016-02-07 18:46:04 +01:00
baldurk
24bd8db521
Add a max count to SolidShadeMode enum
2016-02-07 18:46:04 +01:00
baldurk
2d912ebe6a
Keep mesh shaders/modules around for creating pipelines on the fly
2016-02-07 18:46:03 +01:00