baldurk
da75a145a0
serialise missing sType/pNext
2016-02-07 18:37:48 +01:00
baldurk
9edc9bb167
Add util function to identify depth stencil formats
2016-02-07 18:37:47 +01:00
baldurk
b3766dfebf
Hook Get*MemoryRequirements functions
2016-02-07 18:37:47 +01:00
baldurk
228babc714
process pipeline barrier chunk
2016-02-07 18:37:46 +01:00
baldurk
6d2beec3ef
handle WSI enum
2016-02-07 18:37:45 +01:00
baldurk
f8a44d0b12
Handle create swap chain and get swap chain info chunks
2016-02-07 18:37:44 +01:00
baldurk
3ceca5572b
Skip creating initial contents on replay for now
2016-02-07 18:37:43 +01:00
baldurk
1edc110139
Rejig creation of instance/physical devices on replay.
...
* In future maaaaybe this should happen in Initialise(). Not sure. If we
can assume the vkCreateInstance is the first chunk then maybe not?
2016-02-07 18:37:42 +01:00
baldurk
75c62479d9
Temporary hack until vk_hooks_linux.cpp is replaced - populate func ptrs
2016-02-07 18:37:42 +01:00
baldurk
ab482edcc1
Hack for linux loading vulkan dynamic lib
2016-02-07 18:37:41 +01:00
baldurk
fa621c61b2
Serialise out command pools
2016-02-07 18:37:40 +01:00
baldurk
0004a70984
Serialise layers enabled in device create info
2016-02-07 18:37:39 +01:00
baldurk
ec309b553f
Serialise through sType, and make sure pNext is set/asserted to NULL
2016-02-07 18:37:38 +01:00
baldurk
d6cc100d83
Serialise flags fields as strongly typed enums where possible.
2016-02-07 18:37:37 +01:00
baldurk
727b1cac7d
Since we're mapping while idle (for now), need to unmap while idle too.
2016-02-07 18:37:36 +01:00
baldurk
5c4593edfc
When a map is for size 0, map the whole allocation
2016-02-07 18:37:36 +01:00
baldurk
3706f4084b
Add a bunch of ugly hacks to prevent initial states being needed
2016-02-07 18:37:35 +01:00
baldurk
af416b9022
Add in a super ultra hack because demo programs are using xcb
2016-02-07 18:37:34 +01:00
baldurk
245dccd7ba
Don't destroy a callback we didn't create
2016-02-07 18:37:33 +01:00
baldurk
0e8c24031a
Fix assert on struct type
2016-02-07 18:37:32 +01:00
baldurk
ff0ed61ba3
Fix loop conditions to be actually a condition
2016-02-07 18:37:31 +01:00
baldurk
aab20b239e
Hook & handle device and instance GetProcAddr functions
2016-02-07 18:37:30 +01:00
baldurk
18f16ea43f
Fix assert condition
2016-02-07 18:37:30 +01:00
baldurk
82a84ea6f0
Serialise out a chunk and create resource record for swap images
2016-02-07 18:37:29 +01:00
baldurk
c1adf143c8
Need to fixup our own command buffer for our purposes
2016-02-07 18:37:28 +01:00
baldurk
ecab81f9b2
Don't create debug message callback if we don't have it
2016-02-07 18:37:27 +01:00
baldurk
3c0a69d6e1
Support the right WSI extension name
2016-02-07 18:37:26 +01:00
baldurk
497f6176e7
Add vulkan driver based on mantle work, with linux hooks based on GL
2016-02-07 18:37:25 +01:00
baldurk
2804c4414d
Restore mip/level value for non-layered FBO attachments. Refs #172
2016-01-25 20:28:51 +01:00
baldurk
af12040a95
Linux compile fix
2016-01-22 08:24:59 +01:00
baldurk
278a9774a0
When StartFrameCapture() is called on API, also make that wnd active
2016-01-21 18:21:19 +01:00
baldurk
eb3e74db38
Also detect reverse-z matrices for GS/Tess output
2016-01-20 20:19:53 +01:00
baldurk
e3c7abe0ee
Add link to great presentation in documentation & README
2016-01-20 20:13:48 +01:00
baldurk
ae91bdcde2
Add detection/support for reverse-z projection matrices. Refs #169
2016-01-20 19:58:24 +01:00
baldurk
01bffe6a09
Return typed component type even for typeless formats
...
* It's a bit wrong, but it's more consistent because then things like
texture save functions that convert components know what to do with
the texture.
2016-01-07 19:27:03 +01:00
baldurk
efe65520de
Fix possible update failure (doesn't help shipped code, but oh well...)
...
* Apparently Application.Exit() doesn't close immediately and can throw
an exception, leaving the UI open while the updater tries to run and
nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk
efd8bf1baf
Fix reported crash - close any find dialogs when shader window closes
2015-12-15 17:26:28 +01:00
baldurk
8cd9a4d22d
Pass ownership of real immediate context to WrappedID3D11DeviceContext
...
* The wrapped context releases its real context - so we need to ensure
the addrefs and releases are balanced.
2015-12-08 21:39:44 +01:00
baldurk
d07e860030
Compile fix (and proxy serialise fixes)
2015-11-30 21:28:55 +01:00
baldurk
8b7a025853
Refactor BGRA formats to not be special (so allow any BGRA format)
...
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk
7ef19b8ae1
Add outline shader to makefile
2015-11-19 09:39:04 +01:00
baldurk
707910b647
Tweak viewport/scissor overlay to be a little clearer
2015-11-19 01:33:22 +01:00
baldurk
f7187484fd
Disable SPIR-V compilation entirely for now
2015-11-19 01:31:27 +01:00
baldurk
616a571853
Compile fix from bad cherry-pick
2015-11-18 23:37:23 +01:00
baldurk
665b4743c6
Fix stupid damned scrollbars that don't actually go up to their maximum
2015-11-18 23:36:17 +01:00
baldurk
7944fd9254
Fix spirv project file/filters for files that moved around
2015-11-18 23:36:16 +01:00
baldurk
c8a6d0dbb7
If displaying via a custom shader when saving texture, save that output
2015-11-18 22:30:47 +01:00
baldurk
73ad61d38e
When saving textures if only one channel is visible, save as greyscale
2015-11-18 22:30:47 +01:00
baldurk
f29d3aceb2
Improved error message - print filename
2015-11-18 22:30:47 +01:00
baldurk
75dc4a892c
Abort loading file if we didn't get a handle, and shorten retry period.
2015-11-18 22:30:47 +01:00