baldurk
ab0bbf85a5
Store image type in image info
2016-02-07 18:39:21 +01:00
baldurk
0554c2779f
Move platform-specific codepaths out into separate files
2016-02-07 18:39:20 +01:00
baldurk
53244eab7b
Destroy output windows and all associated objects properly
2016-02-07 18:39:19 +01:00
baldurk
e7a396b69c
we need #includes to organise uniforms
2016-02-07 18:39:18 +01:00
baldurk
33eda64c8a
Multiple maps don't happen
2016-02-07 18:39:17 +01:00
baldurk
8cec8cdd6a
Consistently use VkResult vkr (res as a name is ambiguous)
2016-02-07 18:39:16 +01:00
baldurk
14e913ddeb
Enable blending where needed for texture display
2016-02-07 18:39:15 +01:00
baldurk
1bb1168dae
Change debug backbuffer clear from magenta to black
2016-02-07 18:39:15 +01:00
baldurk
0382a1bdce
Move command buffer start drawcall to renderpass begin
2016-02-07 18:39:14 +01:00
baldurk
5db6e13505
Render output windows to off-screen backbuffer always, then copy in flip
2016-02-07 18:39:13 +01:00
baldurk
c02d01c0b2
Check against special format, not is-special bool
2016-02-07 18:39:12 +01:00
baldurk
03a50d805e
Use fake backbuffer format for image view
2016-02-07 18:39:11 +01:00
baldurk
85defbeeeb
Linux compile fixes
2016-02-07 18:39:10 +01:00
baldurk
ee6caa25c9
Implement window clearing (or checkerboard) showing up properly
2016-02-07 18:39:10 +01:00
baldurk
9853c73600
Try to properly calculate needed memory type index
2016-02-07 18:39:09 +01:00
baldurk
77a48f6d07
Return backbuffer format and use it to switch BGRA/RGBA where needed
2016-02-07 18:39:08 +01:00
baldurk
98fa972265
Just use swapchain image format directly
2016-02-07 18:39:07 +01:00
baldurk
e97a259ac9
Proper texture display via shader & draw
2016-02-07 18:39:06 +01:00
baldurk
e2cf3e7455
A number of tidyups to states and objects for proper checkerboard draw
...
* Create dynamic viewport state per output win
* Split tex display and checkerboard rendering into separate states.
* Abstract out UBO create/destroy/(un)map
2016-02-07 18:39:05 +01:00
baldurk
1fff507bd3
Add checkerboard files to vcxproj
2016-02-07 18:39:04 +01:00
baldurk
9e43d99ccf
Start doing proper draws instead of image copies, for now checkerboard
2016-02-07 18:39:04 +01:00
baldurk
2b67894bdb
Temporarily disable thumbnails and pixel context
...
* just until multiple swapchains is working
2016-02-07 18:39:03 +01:00
baldurk
6f9ec675a9
Add MakeResourceFormat for VkFormat
2016-02-07 18:39:02 +01:00
baldurk
a14fdb04aa
Make vulkan pipeline state available for replay
...
* ResourceFormat is still TODO
2016-02-07 18:39:01 +01:00
baldurk
b3164943a5
Add a struct that stores all the creation info for objects for later use
2016-02-07 18:39:00 +01:00
baldurk
32c43726c0
Rename some variables to clarify them
2016-02-07 18:38:59 +01:00
baldurk
1e175fd858
Store coarse objects in VulkanPipelineState
2016-02-07 18:38:58 +01:00
baldurk
aed0d23ca6
Handle render pass properties in state vector
2016-02-07 18:38:58 +01:00
baldurk
cd4f180e61
Free buffer created for pixel picking
2016-02-07 18:38:57 +01:00
baldurk
4321141aee
Bounds check on PickPixel
2016-02-07 18:38:56 +01:00
baldurk
0e1162553d
Convert a couple of asserts to silent prints
2016-02-07 18:38:55 +01:00
baldurk
05e4cc994c
Fetch fake backbuffer extents so image copy is correctly sized
2016-02-07 18:38:54 +01:00
baldurk
20a281360f
Fix differing window pointers between platforms
2016-02-07 18:38:53 +01:00
baldurk
0079a1f54e
Set image usage bits on swapchain image
2016-02-07 18:38:53 +01:00
baldurk
96de708f1a
Change dll name
2016-02-07 18:38:52 +01:00
baldurk
80838eb216
Set platform in surface description correctly
2016-02-07 18:38:51 +01:00
baldurk
73ef2a883e
Some missed elements to serialise in buffer and image create info
2016-02-07 18:38:50 +01:00
baldurk
0d23bdc7a0
Serialise VkPhysicalDeviceFeatures that somehow got missed
2016-02-07 18:38:49 +01:00
baldurk
c8fdcb0351
Fix for multiple physical devices being enumerated
2016-02-07 18:38:48 +01:00
baldurk
b3dcc06859
Temporary ultra hack windows vulkan hooks
2016-02-07 18:38:47 +01:00
baldurk
d9d90097ad
Start tracking current state
2016-02-07 18:38:47 +01:00
baldurk
332c5e4289
Implement a rather hacky PickPixel implementation
2016-02-07 18:38:46 +01:00
baldurk
32f26ce864
Add vkCmdClearColorAttachment as a possible drawcall
2016-02-07 18:38:45 +01:00
baldurk
d7566dd5fc
Initial support for partially replaying command buffers
2016-02-07 18:38:44 +01:00
baldurk
0f391cb926
Fix up EIDs a little being off-by-one, and track first/last EIDs
2016-02-07 18:38:43 +01:00
baldurk
e0c1563a45
Properly assign EIDs/draw IDs to cmd buffers under queue submits
...
* This also means the EIDs can be consistent between initial read and
execute.
2016-02-07 18:38:42 +01:00
baldurk
1599875803
Ensure ordering that cmd buffers are disjoint, and first in capture data
2016-02-07 18:38:41 +01:00
baldurk
6926cba989
Add command buffers under queue submit (eventIDs muddled atm)
2016-02-07 18:38:41 +01:00
baldurk
051470e616
Add drawcalls under a vkBeginCommandBuffer
2016-02-07 18:38:40 +01:00
baldurk
e4db8252fd
Disable swapchain resizing as it crashes currently
2016-02-07 18:38:39 +01:00