baldurk
e96cfa6282
Show sample mask and blend factor even if NULL state is set. Refs #296
2016-07-11 12:32:33 +02:00
baldurk
ef1034c781
Depth/stencil overlays should be trivially passing with no depth bound
2016-07-11 12:07:53 +02:00
baldurk
438d945a4f
Don't render mesh preview if there's nothing to render
2016-07-11 11:55:34 +02:00
baldurk
9ab17f359f
Name depth as depth/stencil to account for DS or stencil-as-uint views
2016-07-11 11:55:25 +02:00
baldurk
ce2b7a88d3
Remove redundant word
2016-07-11 11:54:58 +02:00
baldurk
fa2287ed21
Fix OPCODE_BUFINFO swizzling and return type. Refs #297
2016-07-11 11:39:44 +02:00
baldurk
49dc23cb7e
Add compatibility for loading old layouts with bad checkerboard colours
2016-07-11 11:28:24 +02:00
baldurk
b260e47c2e
Win32 compile fixes
2016-07-10 20:21:25 +02:00
baldurk
8bcb9ae249
Speculative compile fix seen on AppVeyor - missing template<>
2016-07-10 19:07:28 +02:00
baldurk
6608a965ed
Fix sRGB handling on clear colours
2016-07-10 18:10:06 +02:00
baldurk
f96be406d2
Remove ShutdownSwapchain - redundant vs ReleaseSwapchainResources
2016-07-10 18:10:06 +02:00
baldurk
60e11f1802
Implement checkerboard rendering on D3D12
2016-07-10 18:10:05 +02:00
baldurk
1a4ccf775c
Release swapchain resources when shutting down swapchain
2016-07-10 18:10:05 +02:00
baldurk
8fd872525a
Identify backbuffer textures properly and set to non-typeless format
2016-07-10 18:10:04 +02:00
baldurk
5420ab3256
Reset allocator after GPU sync to avoid excessive leaking
2016-07-10 18:10:04 +02:00
baldurk
0f6f06c5ec
Add and release live resources properly during replay
2016-07-10 18:10:03 +02:00
baldurk
f39b3e727e
Set viewport and scissor rects properly when rendering
2016-07-10 18:10:03 +02:00
baldurk
7ccd3fe98f
Don't cast command list/queue to TrackedResource - not inherited
2016-07-10 18:10:03 +02:00
baldurk
b12dcbb869
Return texture and buffer information on replay, mark unimplemented fns
2016-07-10 18:10:02 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +02:00
baldurk
b9600e6f28
Fix refcounting around swapchain resizing on D3D12
2016-07-10 18:10:01 +02:00
baldurk
1f1467b06b
Fix DXGI hooking for D3D11
2016-07-10 18:10:01 +02:00
baldurk
2fec42b3f2
Disable multisampling for now
2016-07-10 18:10:00 +02:00
baldurk
7d50aad4d7
Implement RenderTexture() (in a hacky way)
2016-07-10 18:10:00 +02:00
baldurk
ad998a4e8b
Keep a list of resources
2016-07-10 18:09:59 +02:00
baldurk
a09ac13f36
Unwrap heaps for SetDescriptorHeaps
2016-07-10 18:09:58 +02:00
baldurk
758933bb73
Set most texture display properties before searching texture list
2016-07-10 18:09:58 +02:00
baldurk
57fe3e4fd5
Make internal command list etc wrapped, support multiple record lists
2016-07-10 18:09:57 +02:00
baldurk
14591e6a00
Move pixel debug pixel cbuffer to slot 1 so it doesn't overlap in D3D12
2016-07-10 18:09:57 +02:00
baldurk
f975b7e92f
Return frame record by reference
2016-07-10 18:09:56 +02:00
baldurk
cd7c751e2c
While we only have one command list, sync after each execution
2016-07-10 18:09:55 +02:00
baldurk
b956568215
Can't wrap virtual addresses - they can be byte offsetted.
...
* We need to pass them through unwrapped and use a lookup table to get
the resource's ID from them when necessary
2016-07-10 18:09:55 +02:00
baldurk
84e5bf3a7e
Use flip model for swapchain, render to intermediate target then copy
2016-07-10 18:09:54 +02:00
baldurk
9d9c90456b
Only create debug manager once
2016-07-10 18:09:53 +02:00
baldurk
6d2343cb29
Register D3D device DXGI callback on replay too
2016-07-10 18:09:53 +02:00
baldurk
8f1bad6de4
Fix typo - don't try to use wrong device pointer
2016-07-10 18:09:52 +02:00
baldurk
9cd6b1ead2
Close list immediately after creation, so it can always be reset on use
2016-07-10 18:09:52 +02:00
baldurk
15aaf56781
Create fake backbuffer texture
2016-07-10 18:09:51 +02:00
baldurk
54c45355f7
Set up serialise user data and replay device pointers properly
2016-07-10 18:09:50 +02:00
baldurk
295a315840
Only get command list IDs when writing
2016-07-10 18:09:50 +02:00
baldurk
925445c8b0
Don't reset newly created command lists (it's not valid)
2016-07-10 18:09:49 +02:00
baldurk
48e52c12f7
Mark signalled fences as referenced
2016-07-10 18:09:49 +02:00
baldurk
fa600dbb34
Fix small typos processing queue/list chunks
2016-07-10 18:09:48 +02:00
baldurk
8a5ee99b42
Set up descriptor type properly when serialising in
2016-07-10 18:09:47 +02:00
baldurk
5a68bbf3a7
Don't serialise bytecode buffer if size is 0 - leave pointer as NULL
2016-07-10 18:09:47 +02:00
baldurk
ba9321e796
Use macro for extracting swizzle components
2016-07-10 18:09:47 +02:00
baldurk
37811402b3
Create factory independently, rather than obtaining from device
2016-07-10 18:09:46 +02:00
baldurk
a7f3ea725d
Handle enabling debug layer while reading, when hooks aren't initialised
2016-07-10 18:09:46 +02:00
baldurk
621a2c984d
Fix initial state serialisation/application
...
* Store return code from mapping resource so we don't think it's always
failed.
* Use the correct unwrapped descriptor handle increment.
* Serialise directly into created upload buffer, and actually upload
data.
* Do a manual CPU-side copy if destination buffer is in upload heap,
otherwise ensure proper resource transition barriers happen
2016-07-10 18:09:45 +02:00
baldurk
5a4c22e291
Implement descriptor creation, post-serialise
2016-07-10 18:09:45 +02:00