Commit Graph

3290 Commits

Author SHA1 Message Date
baldurk e263c107de Rejig the features list in the docs so it's not one-per-API
* It doesn't make sense when 90% of the features are available in all
  APIs now.
2016-06-09 15:59:43 -07:00
baldurk 1f3800382f Don't call vkCmdSet* for non-dynamic states when applying pipe & state 2016-06-09 15:30:31 -07:00
baldurk ed018f23e8 Add shader edit & replace for vulkan (without source for now)
* Currently at least glslang doesn't emit OpSource with source data
  embedded, so we don't pull it out and for the moment we just pre-fill
  the shader editor with the disassembly text (which is sort of but not
  really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk 6a7e745b97 Don't do a bunch of unnecessary runtime string contenation 2016-06-09 13:57:01 -07:00
baldurk 943ecdef58 Coverity: Ensure bitshifts are done at 64-bit precision
* We use more than 32-bits in the cache key, so we need to be sure that
  any bitshifts are done at 64-bit, since 32-bit shifts are undefined.
2016-06-09 13:57:01 -07:00
baldurk a990f5adb7 Coverity: Be clearer about only using viewportstate if we have it 2016-06-09 13:57:00 -07:00
baldurk 54fd063740 Coverity: Ensure GL GetByteSize() returns at least 1, for sanity 2016-06-09 13:56:59 -07:00
baldurk 5183420f14 Coverity: Fix potential NULL pointer dereference 2016-06-09 13:56:59 -07:00
baldurk 2bda634c7b Coverity: Fix mistakes where both branches were incorrectly the same 2016-06-09 13:56:58 -07:00
baldurk 4cba0994a1 Coverity: Correctly handle stencil only formats in VK minmax/histogram 2016-06-09 13:56:58 -07:00
baldurk e8c5d09431 Coverity: Remove some redundant code 2016-06-09 13:56:57 -07:00
baldurk d7c6ff3eb8 Coverity: Check return value of Create*State1 properly with D3D11.1 2016-06-09 13:56:56 -07:00
baldurk 1353dd3f30 Coverity: Delete leaking cbuffer staging data 2016-06-09 13:56:56 -07:00
baldurk b587d019d8 Coverity: Delete unused wrapped if GUID isn't matched in QueryInterface 2016-06-09 13:56:55 -07:00
baldurk 008375d4b4 Coverity: Fix incorrect double call to scope.Get() 2016-06-09 13:56:55 -07:00
baldurk 3c50965dc4 Coverity: Call corresponding FreeEnvironmentStrings() function to free 2016-06-09 13:56:54 -07:00
baldurk 6c5573ec3b Coverity: Delete allocated section in error case 2016-06-09 13:56:54 -07:00
baldurk 5eb5ca168d Coverity: Delete listen socket when finished acting as replay host 2016-06-09 13:56:53 -07:00
baldurk 4ae56ccdd3 Coverity: Delete leaking array 2016-06-09 13:56:52 -07:00
baldurk 0afc7ea6c3 Coverity: When possible, pass big params by const ref instead of by val 2016-06-09 13:56:52 -07:00
baldurk d5b04583dd Coverity: Fully initialise the MeshFormat returned from GetPostVS 2016-06-09 13:56:51 -07:00
baldurk fdd53feae0 Coverity: Initialise VkMemoryRequirements to 0 in case it's not written 2016-06-09 13:56:51 -07:00
baldurk 47e6b214b4 Coverity: Fix some issues found within the SPIR-V project 2016-06-09 13:56:50 -07:00
baldurk 6ddba5f0ad Don't default to max zoom when there's no current texture. 2016-06-09 10:49:04 -07:00
baldurk 65d407d5a8 Prevent custom shaders being added to the list twice 2016-06-09 10:49:00 -07:00
baldurk 8b64868025 For GLSL, insert text after #version statement. 2016-06-09 10:48:50 -07:00
baldurk 22d58cf739 Implement custom display shaders for vulkan 2016-06-09 10:48:44 -07:00
baldurk fe1ca92c86 Add single flush validate code to PickVertex 2016-06-09 10:46:58 -07:00
baldurk e36f038827 Use start instead of end EID/DrawID for fake profile markers
* This causes the range in the event browser to show up properly as
  start-end instead of end-end.
2016-06-08 15:30:38 -07:00
baldurk 8538e045cb Need to downcast from BGRA formats 2016-06-08 15:30:38 -07:00
baldurk 8f7ca2974c IsRenderOutput() should go over the remote proxy 2016-06-08 15:30:38 -07:00
baldurk b722ddf16d Make sure to set stencil aspect flag correctly when handling images 2016-06-08 14:13:04 -07:00
baldurk 0105967ebc Don't initialise whole pass worth of postVS buffers unless we need it 2016-06-08 14:00:34 -07:00
baldurk 88695370fd Implement mesh/vertex picking for Vulkan 2016-06-08 11:04:11 -07:00
baldurk 6281dd760c Fix an incorrect barrier from frame-to-frame on replay output depth img 2016-06-08 11:04:10 -07:00
baldurk cb0c8ca620 Don't try to pick vertices if there's no input buffer specified 2016-06-08 11:04:10 -07:00
baldurk 59484fa380 Fix incorrect size calculation in GL mesh picking code 2016-06-08 11:04:09 -07:00
baldurk d41c9538de Add support for SPIR-V specialization constants 2016-06-07 11:35:44 -07:00
baldurk 3374876114 Add new VS2015 intellisense files to .gitignore, remove sandcastle ext 2016-06-07 11:27:35 -07:00
Bart Muzzin ffdea92260 Account for possible lower space. Refs #279 2016-06-07 10:19:50 -07:00
Bart Muzzin 2f07027386 Always write pPropertyCount value when returning properties. Refs #279 2016-06-07 10:19:16 -07:00
baldurk 4e7276165a Allow for DSA style glCreate*d buffers which are never bound to a type 2016-06-06 15:46:36 -07:00
baldurk a885074e9c Restore previous bind when binding to glGet params. Refs #278 2016-06-06 15:46:27 -07:00
baldurk 947f7decb2 Add 'show all instances' mode, and make colours consistent. Closes #248 2016-06-03 17:34:26 +02:00
baldurk e0d664f1b3 Fix a case where selecting an instance would break viewing other draws
* The UI would prevent you from selecting too high an instance for a
  draw, but if you selected a non-zero index and then selected a non-
  instanced draw, it would try and fail to render instance N.
2016-06-03 17:28:43 +02:00
baldurk a853836819 Change vulkan overlays to render at same multisample level as rendering 2016-06-03 16:08:30 +02:00
baldurk d0ba1dc010 Don't reject valid desc writes with immutable samplers. Refs #260
* Previously we were rejecting/ignoring any descriptor write that didn't
  have a valid sampler and imageview. But if the layout has immutable
  samplers we can allow any write that just has the imageview, and lets
  sampler be NULL.
2016-06-03 14:23:15 +02:00
baldurk 566ab0b678 Work around apparent bug encountered on Intel 2016-06-03 14:04:55 +02:00
baldurk 33146871c8 Fix memory maps with offsets not being properly recorded 2016-06-03 10:54:33 +02:00
baldurk 5ba92b4dce Allow a capture to replay if it has more physical devices than replay
* This will still fail if the physical devices are used, but if they're
  not this allows a bit more capture portability between machines.
2016-06-02 20:17:17 +02:00