baldurk
af8addf20e
Display if blend is enabled properly
2016-02-07 18:45:18 +01:00
baldurk
b363dc1fb5
Vulkan scissor regions are x,y,width,height
2016-02-07 18:45:16 +01:00
baldurk
484d70ddbd
Display buffers properly in resource list
2016-02-07 18:45:13 +01:00
baldurk
b569932a71
Update pipeline stage names to Vulkan nomenclature
2016-02-07 18:45:05 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
...
* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
ee1460dcaa
Update C# vulkan pipeline state structs to match
2016-02-07 18:43:00 +01:00
baldurk
f660bdd807
For now, blat resources out into a list by string
...
* This will do until I figure out how to layout the pipeline viewer
for resources.
2016-02-07 18:42:08 +01:00
baldurk
a25d07cf59
Display cbuffer contents within vulkan pipe viewer
...
* For now, we just assume that cbuffers are tightly packed according to
D3D11 rules (matrices, structs, float3/4 are all float4 aligned), and
once final SPIR-V is generated everything should have explicit
offsets, strides, and sizes
2016-02-07 18:42:06 +01:00
baldurk
0007b9d63f
Use shader reflection variable names if no custom image names are set
2016-02-07 18:41:47 +01:00
baldurk
8832573dbb
Expose SPIR-V reflection data to UI
2016-02-07 18:41:45 +01:00
baldurk
8eddd387d7
Add vulkan pipeline state viewer based on D3D11 viewer
2016-02-07 18:41:35 +01:00