baldurk
b7431aec46
32-bit compile fix (downcast from UINT64 to size_t)
2016-08-06 23:21:02 +02:00
baldurk
5d25018874
Fix some appveyor variable shadowing warnings
2016-08-06 19:38:50 +02:00
baldurk
3dbd750846
Put more updater code inside the try { } catch(Exception)
...
* A crash was uploaded where File.Copy() failed due to permissions.
2016-08-06 19:23:30 +02:00
baldurk
989482923a
Implement texture initial states
2016-08-06 18:31:54 +02:00
baldurk
1dad17ec7b
Use the resource format from the texture, with type hint, creating SRV
2016-08-06 18:31:53 +02:00
baldurk
399fb28a80
Mark resource mapping functions as unimplemented so I don't forget
2016-08-06 18:31:52 +02:00
baldurk
ee553addf9
Convert some TODOs into D3D12NOTIMPs
2016-08-06 18:31:51 +02:00
baldurk
77e9030e55
Support resource naming
2016-08-06 18:31:50 +02:00
baldurk
cdde7606a8
Don't list replay-created textures in texture list
2016-08-06 18:31:50 +02:00
baldurk
a94b6dafb9
Track bound descriptors and mark their contents are frame referenced
2016-08-06 18:31:49 +02:00
baldurk
992c2b56fb
Don't do no-op barriers, it invalidates the command list
2016-08-06 18:31:48 +02:00
baldurk
910940bbae
Add convenience overload of GetResIDFromAddr just returning the id
2016-08-06 18:31:45 +02:00
baldurk
7095c663a2
Track root signature and its contents for matching against root sets
2016-08-06 18:31:44 +02:00
baldurk
699dde6563
Serialise SetDescriptorHeaps and SetGraphicsRootDescriptorTable
2016-08-06 18:31:43 +02:00
baldurk
d026705c50
Make sure struct is properly initialised
2016-08-06 18:31:41 +02:00
baldurk
09a73a1ac7
Parameters to macro were the wrong way around
2016-08-06 18:31:40 +02:00
baldurk
00cea7bbd5
Implement drawcall callbacks on D3D12 (untested - nothing uses them)
2016-08-06 18:31:39 +02:00
baldurk
6ca41cc681
Implement complex version of CopyDescriptors
2016-08-06 18:31:38 +02:00
baldurk
041018db69
Flush command lists so we don't leak one each present
2016-08-06 18:31:37 +02:00
baldurk
ceeb1ece04
Align buffer offsets to 256 bytes
2016-08-06 18:31:36 +02:00
baldurk
42054c7814
Only create debug manager after internal allocator/lists are available
2016-08-06 18:31:35 +02:00
baldurk
9755ae2880
Don't crash but return NULL if GetNewList() can't allocate
2016-08-06 18:31:34 +02:00
baldurk
9f9610ce6d
Recreate output windows after use, since D3D12 breaks them
2016-08-06 18:31:33 +02:00
baldurk
842d75a27c
Implement font rendering on D3D12 with simple ring buffer (needs tidied)
2016-08-06 18:31:32 +02:00
baldurk
b2c9ed0b4b
Make sure not to reset newly created command lists - it's invalid
2016-08-06 18:31:31 +02:00
baldurk
46464dc403
Switch D3D11 font rendering to generate tri strip data in shader
2016-08-06 18:31:30 +02:00
baldurk
3a384e1113
Make sure to transition resources into PS read before texture display
2016-08-06 18:31:29 +02:00
baldurk
dfc432d740
Clear up queue record after capture so we don't accumulate old chunks
2016-08-06 18:31:28 +02:00
baldurk
0b51f23441
Fix some missing refcount releases
2016-08-06 18:31:28 +02:00
baldurk
94e09f3905
Don't register initial contents as live resources, just wrap them
2016-08-06 18:31:27 +02:00
baldurk
e29e3d2357
Add toggle (default on for now) to get debug layer in replay
2016-08-06 18:31:26 +02:00
baldurk
d121567ddd
Print debug messages while writing as well as while reading
2016-08-06 18:31:25 +02:00
baldurk
1a33324767
Protect some more debug prints with VERBOSE_PARTIAL_REPLAY define
2016-08-06 18:31:24 +02:00
baldurk
c142164779
Remove redundant parameters (always the same)
2016-08-06 18:31:23 +02:00
baldurk
407bca01e8
Track renderstate as we go, and allow replaying single draws with it
2016-08-06 18:31:22 +02:00
baldurk
609126a909
Apply resource transitions as necessary
2016-08-06 18:31:21 +02:00
baldurk
a828ba1c56
Filter out a really spammy and not useful debug message
2016-08-06 18:31:20 +02:00
baldurk
32ca05bb2b
Factor out command record/partial replay into common place
...
* Both command lists and command queues need to be able to access this
data so we expose it in a common place.
* This gets command stepping partially working.
2016-08-06 18:31:19 +02:00
baldurk
9e604294ea
Don't signal non-live fences
2016-08-06 18:31:18 +02:00
baldurk
6e5f8ae687
When serialising GPU_VIRTUAL_ADDRESS, make sure to store offset as well
2016-08-06 18:31:07 +02:00
Baldur Karlsson
5110782474
Merge pull request #317 from Anteru/master
...
Disable the "always show vertical scroll" bar in the settings menu.
2016-08-05 15:45:21 +02:00
Matthäus G. Chajdas
1cb6890df9
Disable the "always show vertical scroll" bar in the settings menu.
...
The window is always big enough that the scroll bar remains disabled, so just get rid of it by default.
2016-08-05 15:39:51 +02:00
baldurk
59bc8254bd
Fix potential crash if drawcall is null when showing empty ibuffer
2016-08-05 12:54:13 +02:00
baldurk
610b22f600
Fix a lot of high-contrast inconsistencies or brokenness. Refs #315
...
* In a couple of places I had to resort to if(IsHighContrast) but mostly
this is just using system brushes consistently or not assuming black
text.
* The default DockPanel theme doesn't work well, so make a minimal high-
contrast theme for it and assign it everywhere.
* The pipeline flow was using fixed colours, use system brushes for the
different elements and switch based on high-contrast to ensure active
and inactive stages are visible (using ActiveCaption looks bad on
normal themes because it's a big block of colour).
* For some reason the flat toolstrip renderer doesn't handle white-on-
black themes, but the system one does. It's a little clunkier but it
shows up correctly without writing tons of custom painting code.
* Range histogram uses a properly contrasting colour for the border.
* Treelist views use a better system colour for selected rows when
inactive and hovered rows (when high contrast).
* Mesh view grids have a system background instead of white
* Various things (pipeline state, mesh viewe) set text colour when
colourising backgrounds of things instead of assuming black.
2016-08-05 12:46:56 +02:00
baldurk
12e0c301af
Handle themes with light text when picking contrasting colour. Refs #315
2016-08-05 11:19:56 +02:00
baldurk
bf6a62c1b3
Fix incorrect casting of forward declared ID3D11Device. Refs #316
...
* After clang-format re-arranged headers, the definition of
WrappedID3D11Device was no longer visible from d3d11_context.h, but
instead just the pre-declared "class WrappedID3D11Device;"
* This meant the function didn't correctly upcast to the right parent
type and left the return value with the wrong vtable which would crash
2016-08-05 09:39:26 +02:00
baldurk
d6d36f6383
Add -Wno-unused-result to get Release builds compiling. Refs #274
2016-08-04 18:54:24 +02:00
baldurk
bee280ea0a
Fix a strict-aliasing warning. Refs #274
2016-08-04 18:54:24 +02:00
baldurk
733ed8db96
Enable -fstrict-aliasing always, since it enables in release. Refs #274
2016-08-04 18:54:24 +02:00
Baldur Karlsson
8b4a8307f9
Add vim to dependencies needed, for xxd. Refs #314
2016-08-04 12:05:33 +02:00