baldurk
e0bbed0b34
Pass shader specialization data to pipeline state (just data, not in UI)
2016-02-07 18:49:22 +01:00
baldurk
4b7c33d531
Fixes for vulkan for BGRA changes, add R4G4 special format
2016-02-07 18:49:21 +01:00
baldurk
a995ee66e2
Change handling of shaders and entry points so they're not aliased
2016-02-07 18:49:03 +01:00
baldurk
63d643d43c
Replay functions compiling
2016-02-07 18:48:31 +01:00
baldurk
03d0bc9f88
get vk_info.cpp compiling
2016-02-07 18:48:27 +01:00
baldurk
4f784b07d5
Handle array outputs in SPIR-V, add array index to signature parameter
2016-02-07 18:47:36 +01:00
baldurk
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
...
* This is preparation for a following commit, might not work on its own
(mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk
ebb9f05c75
Pass through base mip/level for vulkan resources (also for GL textures)
2016-02-07 18:46:37 +01:00
baldurk
a012652049
Handle arrays of objects in shaders
2016-02-07 18:46:32 +01:00
baldurk
e6807ec3a7
Proper display for descriptor sets in pipeline state view
2016-02-07 18:46:29 +01:00
baldurk
ba8114936e
Render mesh displays as 4x MSAA to make the line rendering a bit nicer
2016-02-07 18:46:23 +01:00
baldurk
24bd8db521
Add a max count to SolidShadeMode enum
2016-02-07 18:46:04 +01:00
baldurk
4fe74824b1
Switch buffer offsets and lengths to 64-bit, downcast only where needed
2016-02-07 18:45:06 +01:00
baldurk
1d092f6b87
Remove some VKTODOs that are judged not relevant anymore
2016-02-07 18:44:54 +01:00
baldurk
ed70b4b58e
Remove VKTODO - image layout no longer part of framebuffer attachment
2016-02-07 18:44:36 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
6a208e608c
Add vulkan pipeline state to replay proxy serialising
2016-02-07 18:43:42 +01:00
baldurk
a214e9bdec
Remove dynamic state objects
2016-02-07 18:42:43 +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
edac1f0bfd
Pass vulkan pipeline state along to UI
2016-02-07 18:41:29 +01:00
baldurk
eb66032a49
Fetch image for attachment view, use in 'fake' d3d11 pipe state
2016-02-07 18:41:25 +01:00
baldurk
96e19cc4e9
List out descriptor set bindings and contents in vulkan pipeline state
2016-02-07 18:39:34 +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
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
d9d90097ad
Start tracking current state
2016-02-07 18:38:47 +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
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
26b2901931
Bugfix for viewports on C++ side not matching C# structure
2015-10-26 18:04:07 +01:00
baldurk
57ba6e0806
Add overlays to clear before current draw/pass. Refs #164
...
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk
c7cfdcc689
Add basic support for displaying/picking S8 textures. Refs #165
2015-10-25 14:09:43 +01:00
baldurk
e2871e1245
Add typedef for old binary compatible versions to avoid annoying people
2015-09-30 22:18:06 +02:00
baldurk
59e604be91
Bump in-application API to 1.0.1. Backwards ABI compatible with 1.0.0
2015-09-30 22:14:38 +02:00
baldurk
455797f93e
Change dllexport'd RENDERDOC_GetAPI to a function pointer typedef
...
* Apps don't link against renderdoc so a dllexport is meaningless, they
need a typedef to declare the function pointer they will
GetProcAddress().
2015-08-27 17:57:18 +02:00
baldurk
4609fa710b
Update RenderDoc application-facing API to a stable/mature version.
...
* This API is now intended to be forward and backward compatible as much
as possible. Meaning applications should be able to run without
changing on many RenderDoc versions after the one they are built
against without breaking.
* All function pointers are fetched at once in one versioned GetAPI()
function, to save on constant GetProcAddress/dlsym'ing.
* Otherwise, it's largely similar to the previous API.
2015-08-23 15:12:05 +02:00
baldurk
6a2344d9d8
Show correct inputs/outputs for copy and dispatch calls. Refs #147
...
* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
use the same codepath.
2015-08-23 13:20:23 +02:00
baldurk
9333228fc5
Highlight empty viewports that are still enabled in the UI. Refs #144
2015-08-23 11:49:00 +02:00
baldurk
296d7e39b1
Handle glTextureBufferRangeEXT not being available
...
* This way we don't have to require GL_ARB_texture_buffer_range as well
when technically it should only be needed if the application used it.
2015-07-23 23:06:25 +02:00
baldurk
8213281921
Fix up fetching layer/mip for FBOs on replay
2015-07-18 18:27:34 +02:00
baldurk
5678ea7b29
Fix pixel history getting confused if some (not all) fragments discard
2015-07-16 22:17:06 +02:00
baldurk
0933d96fc9
Add FileChanged notification, use to reload data in image viewer
...
* Things will get weird if the image changes drastically like in format
or dimension.
2015-07-15 22:06:33 +02:00
baldurk
4a401460d3
Fetch layer and mip level for FBO attachments
2015-07-13 00:05:42 +02:00
baldurk
1f5c8a450a
linux compile fixes
2015-07-10 18:08:24 +02:00
baldurk
af5c40cf7b
Need to allocate memory via callback to renderdoc.dll as well as freeing
...
* This whole interface really needs a tidy-up at some point, but for now
this is enough.
2015-07-10 16:38:39 +02:00
baldurk
d7c4c0be7d
Give counter result union a name
2015-07-10 16:38:38 +02:00
baldurk
47d509749b
Fix for upstream changes
2015-07-10 16:38:37 +02:00
baldurk
ea4350f52f
Expose C++ interface via API headers, for C++ UI
...
* Since the exported C functions just take an explicit 'this' parameter
and call the corresponding function, we can just make it contractual
via a virtual interface that the pointer can be dereferenced.
2015-07-10 16:38:27 +02:00
baldurk
2d9ca94316
Fix some clang warnings with constructor initialise order
2015-07-10 16:38:26 +02:00