baldurk
97527d273d
Add memory creation info
2016-02-07 18:44:50 +01:00
baldurk
a87587e91f
Memory no longer needs to be dirty from creation, tracking correctly now
2016-02-07 18:44:49 +01:00
baldurk
518a86b4a4
Remove hack to propogate frame references to memory, track them properly
...
* This takes advantage of immutable non-sparse object memory bindings.
* Currently this will treat images the same as buffers, as read-only
containers with memory still being the onlything that is dirtied and
needs initial contents, but has some of the code needed for proper
separate image initial state/dirty tracking.
2016-02-07 18:44:48 +01:00
baldurk
abe9696973
Reduce debug-print spam for dirty resources
2016-02-07 18:44:47 +01:00
baldurk
da447ba5d9
Fixes for coherent persistent maps and multiple frame capture
2016-02-07 18:44:46 +01:00
baldurk
0d66a78105
only flush pending dirty resources while idle
2016-02-07 18:44:45 +01:00
baldurk
198ab2b714
Check descriptor sets are in range when iterating layout, warn otherwise
2016-02-07 18:44:44 +01:00
baldurk
24ad3356dd
Deserialise fix - make sure scoping doesn't delete data we need
2016-02-07 18:44:43 +01:00
baldurk
25c5de8c85
Make sure resource records are deleted as most specific type
...
* Don't need to use a virtual destructor as the information is already
in the templated resource manager
2016-02-07 18:44:42 +01:00
baldurk
63e0cc3f39
Use correct uniform buffer alignment instead of hardcoded 256
2016-02-07 18:44:42 +01:00
baldurk
c54b17284c
Remove some VKTODOs
2016-02-07 18:44:41 +01:00
baldurk
4211cd7359
Remove VKTODOs that aren't needed anymore
2016-02-07 18:44:40 +01:00
baldurk
900d65b770
Refactor out start/end frame capture from present code
2016-02-07 18:44:39 +01:00
baldurk
c1959102c8
Rename GenericPipeline to HighlightBoxPipeline as it uses line lists
2016-02-07 18:44:38 +01:00
baldurk
67d97f4a10
Change text rendering back to instanced triangle strips
2016-02-07 18:44:37 +01:00
baldurk
ed70b4b58e
Remove VKTODO - image layout no longer part of framebuffer attachment
2016-02-07 18:44:36 +01:00
baldurk
fa5bc912de
Tweak handling of sType/pNext. Currently not much to do
2016-02-07 18:44:35 +01:00
baldurk
78106d4efd
Vulkan frame captures can't fail (will always have map/cmd list ready)
2016-02-07 18:44:35 +01:00
baldurk
eee443ec78
Update a couple of VKTODOs
2016-02-07 18:44:34 +01:00
baldurk
0da2d93304
Clean up instance/device/queue handling and init & shutdown order
2016-02-07 18:44:33 +01:00
baldurk
5b6717042b
Start tidying up init/shutdown order and instance/physdevice/device code
2016-02-07 18:44:32 +01:00
baldurk
d38741e9ab
Create a WrappedVulkan per VkInstance and indirect to find it in layer
2016-02-07 18:44:31 +01:00
baldurk
24aa8b3daf
Remove singleton from VulkanResourceManager, pass it where needed
2016-02-07 18:44:30 +01:00
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