baldurk
cd9cfc5bfa
Only set write pointer for type of descriptor we're writing
2016-02-07 18:50:57 +01:00
baldurk
9a3905272d
Update to the final frozen 1.0 header
2016-02-07 18:50:57 +01:00
baldurk
79c863c21d
Make sure to add ALL leftovers after main loop in FakeProfileMarkers
2016-02-07 18:50:56 +01:00
baldurk
f2d31c6f76
Initialise depthFB/depthRP in case they aren't assigned (no depth buf)
2016-02-07 18:50:55 +01:00
baldurk
7b7d02c55c
Fix a couple of cases where depth/stencil aspects could still be wrong
2016-02-07 18:50:54 +01:00
baldurk
7466b53e4b
Enumerate device extensions on CreateDevice for debug logging
...
* Also works around a temporary loader bug
2016-02-07 18:50:53 +01:00
baldurk
b86389d3ca
Standardise on uint32_t for width/height storage, cast to int32_t
2016-02-07 18:50:52 +01:00
baldurk
0bdd186550
VS2015 warning fix (shadowed variable)
2016-02-07 18:50:51 +01:00
baldurk
5b375de3f1
Make sure instance gets wrapped/init'd even if vkCreateInstance fails
2016-02-07 18:50:50 +01:00
baldurk
29761041d7
Don't track depth and stencil aspects separately, treat them as combined
2016-02-07 18:50:49 +01:00
baldurk
378d3e9a47
When transitioning image subresources, set the range on each iteration
2016-02-07 18:50:49 +01:00
baldurk
c81e407046
Set IMAGE_ASPECT_STENCIL correctly in barrier subresource ranges
2016-02-07 18:50:48 +01:00
baldurk
60c4542bf9
Update glslang to latest
...
* Based on renderdoc branch with local modifications from upstream:
https://github.com/baldurk/glslang/tree/renderdoc
* hash 94b6c8a2c15e934aeec1f942124fd57b754ec252
2016-02-07 18:50:47 +01:00
baldurk
ce1e11bd37
Gap needed for line break
2016-02-07 18:50:46 +01:00
baldurk
2e0ffa7813
Batch update copyright years everywhere
2016-02-07 18:50:45 +01:00
baldurk
0779ef2105
Update image layout transition assertions, but don't uncomment them yet
2016-02-07 18:50:42 +01:00
baldurk
8179d29f64
Add some access masks for layouts to keep validation layers happy
2016-02-07 18:50:41 +01:00
baldurk
2e84a50ee2
Implement clear before draw/before pass overlays for vulkan
2016-02-07 18:50:41 +01:00
baldurk
2ea17e0394
Fix some issues the validation layers found
2016-02-07 18:50:40 +01:00
baldurk
55d1ac930d
Fix clear overlay replay loop I broke that was doing segment replays
2016-02-07 18:50:39 +01:00
baldurk
29abeb51d8
Tidy up VKTODOs a bit
2016-02-07 18:50:38 +01:00
baldurk
2b8c7cae64
Allow resource managers to serialise init state for deleted objects
...
* This is needed in Vulkan for the case where memory is freed during a
frame, but it was USED during the frame, and the initial contents are
needed for the data in the memory.
2016-02-07 18:50:37 +01:00
baldurk
96aaa889dc
Better verbose dirty resource logging
2016-02-07 18:50:36 +01:00
baldurk
0c4a1af772
Update API support in README.md
2016-02-07 18:50:35 +01:00
baldurk
1efe8c2b69
Override some strings in the installer, particularly title and welcome
...
* On the welcome screen, make it much more clear if the version is
already installed. If it's not installed, give a tiny summary of what
RenderDoc actually is.
2016-02-07 18:50:34 +01:00
baldurk
768f7bbc76
Add super-fancy custom images/banners to the installers
2016-02-07 18:50:33 +01:00
baldurk
d9a1bf4a0d
Better handling of running an old installer with new version installed
...
* Better late than never? :)
2016-02-07 18:50:33 +01:00
baldurk
b6a6773dca
32-bit compile fixes (sizes of structures)
2016-02-07 18:50:32 +01:00
baldurk
8616dbd8e1
Decode arguments for indirect draws/dispatches and display
2016-02-07 18:50:31 +01:00
baldurk
6578f451c1
Mark sure to frame-reference indirect argument buffers
2016-02-07 18:50:30 +01:00
baldurk
bd829f07b0
Set draw usage for misc. usage in funcs like copy, blit, resolve, clear
2016-02-07 18:50:29 +01:00
baldurk
c2546b566d
Use SPIR-V offsets to decode UBO data instead of assuming packing layout
2016-02-07 18:50:28 +01:00
baldurk
82faf93a27
Fetch and store array stride with each constant block variable
2016-02-07 18:50:27 +01:00
baldurk
a37f9d5242
Add proper image layout transitions for CmdClearColorImage
...
* Images must be in VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
2016-02-07 18:50:26 +01:00
baldurk
078bd67bec
Add a heavy weight global memory barrier around frame restart
...
* This is reaaaally conservative, but will avoid bugs.
2016-02-07 18:50:26 +01:00
baldurk
9fc96e398a
Handle basePipelineIndex correctly (-1 means don't use it)
2016-02-07 18:50:25 +01:00
baldurk
73818e2f87
Explicitly NULL and ignore parts of descriptor writes that aren't used
2016-02-07 18:50:24 +01:00
baldurk
9eed8ff6be
Add workaround for current sdk-0.10 loader
2016-02-07 18:50:23 +01:00
baldurk
397f313336
Never mark samplers as write referenced
2016-02-07 18:50:22 +01:00
baldurk
f05b32afae
Slightly improve automagic pass markers
2016-02-07 18:50:21 +01:00
baldurk
b4237f900c
Set readwrite/readonly parameters more accurately
2016-02-07 18:50:20 +01:00
baldurk
49a821a7b3
Handle disassembling arrays and unknown ops in parameter to vector shuf
2016-02-07 18:50:20 +01:00
baldurk
83c2ecd77c
Check sampled on images before indirecting to the base type.
2016-02-07 18:50:19 +01:00
baldurk
b80ea399a3
DbgCreateMsgCallback doesn't need wrapping
...
* When validation layers & RenderDoc play nicely together, then we can
just create our own callback for serialising any debug messages.
2016-02-07 18:50:18 +01:00
baldurk
6efabefb43
Better handling of pipeline cache data
...
* On get we return valid but basically empty caches.
* We prevent any caches making it to the driver.
* Also our UUID is a bit more sane, it's "rdocTIMESTAMP" instead of
just random numbers. Still not going to clash and still unique every
run to prevent valid apps from trying to reuse a cache.
* This is better as VK_INCOMPLETE is actually the wrong error code to be
returning.
2016-02-07 18:50:17 +01:00
baldurk
c915f80675
Hopefully proper extension handling now for WSI extensions too
2016-02-07 18:50:16 +01:00
baldurk
3999dcdf73
Make sure device and queue are referenced as they're required on replay
...
* Helps with niche corner cases like empty frames with just a present.
Without this, the queue isn't included and we get crashes on replay.
2016-02-07 18:50:15 +01:00
baldurk
2107b2fe55
Handle push/pop markers when inserting via queuesubmit
...
* This allows push/pop regions to cross command buffers, as long as they
are submitted in the right order etc.
2016-02-07 18:50:14 +01:00
baldurk
69409f9ea4
Properly unwrap parameters to vkResetCommandPool
2016-02-07 18:50:13 +01:00
baldurk
5b2806f573
Add check for vulkan
2016-02-07 18:50:13 +01:00