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