baldurk
b14b149394
Dynamically allocate physical device array
2016-02-07 18:39:39 +01:00
baldurk
6d4cadf697
Remove VKTODOs about pNext/sType, it's handled in struct serialises
2016-02-07 18:39:38 +01:00
baldurk
1c0c09f4b9
Make sure to call vkResetCommandBuffer before re-begin'ing
2016-02-07 18:39:37 +01:00
baldurk
e5e8fa29f5
Fix problem that might go away with resource record shutdown order
2016-02-07 18:39:36 +01:00
baldurk
3b3053369c
Add frame references for current descriptor set bindings on queue submit
...
* We rely on the API-enforced lifetimes to be followed by the user,
which means all resources they care about (note, might be some stale
bindings) will be alive at queue submission time so we can just ref
them all.
2016-02-07 18:39:35 +01:00
baldurk
a675735499
Correctly query for backbuffer format and present mode from driver
2016-02-07 18:39:35 +01:00
baldurk
96e19cc4e9
List out descriptor set bindings and contents in vulkan pipeline state
2016-02-07 18:39:34 +01:00
baldurk
426aeb5a5e
Keep track of current descriptor set bindings on replay
2016-02-07 18:39:33 +01:00
baldurk
26f773684a
Track enough while READING to set drawcall topology/index width
2016-02-07 18:39:32 +01:00
baldurk
2eb87b804f
Giant hack to set up 'fake' device/instance dispatch tables, for replay
2016-02-07 18:39:31 +01:00
baldurk
9b0b6ef3b6
Get compiling on win32 (hacks, not final code).
2016-02-07 18:39:30 +01:00
GregF
5c8df903ef
Revert "Use layer specific dispatch table maps"
...
This reverts commit b445ecdaa2a7ae26b468439dbb0b79ad5f1fb78f.
2016-02-07 18:39:29 +01:00
GregF
a8dfd36525
Use layer specific dispatch table maps
2016-02-07 18:39:28 +01:00
GregF
e3f4a122fc
Fixes to enable capture of cube with layer mechanism.
2016-02-07 18:39:28 +01:00
GregF
872a312af0
Use Vulkan layer to generate trace file
2016-02-07 18:39:27 +01:00
baldurk
45d7b488d4
Typo fix - set handle to handle
2016-02-07 18:39:26 +01:00
baldurk
0bc36096f8
Track descriptor set updates and serialise out as initial states
2016-02-07 18:39:25 +01:00
baldurk
ad687ae955
Pre-declare serialise of VkDescriptorInfo so it can be used elsewhere
2016-02-07 18:39:24 +01:00
baldurk
55ceffcdd2
In SerialiseObject explicitly handle VK_NULL_HANDLE
2016-02-07 18:39:23 +01:00
baldurk
8861110934
debug markers should be captured always when writing
2016-02-07 18:39:22 +01:00
baldurk
c2623a55be
Track descriptor set bindings as they are updated, don't record chunks
2016-02-07 18:39:21 +01:00
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