Commit Graph

1789 Commits

Author SHA1 Message Date
baldurk e901e91cfa Make sure context-type chunks are only recorded when capturing 2016-02-07 18:38:27 +01:00
baldurk 63a486ad2d remove todo that's no longer relevant 2016-02-07 18:38:26 +01:00
baldurk 77fd0635c6 remove VKTODO that's been done 2016-02-07 18:38:25 +01:00
baldurk cfe960fb9a Better name for serialised element in optional object 2016-02-07 18:38:24 +01:00
baldurk ff4b346a3a Serialise specialization info 2016-02-07 18:38:23 +01:00
baldurk 801f31d79c Select current physical device at capture time as well 2016-02-07 18:38:23 +01:00
baldurk 4e32103b53 As temp hack, clear backbuffer to magent before replaying
* This is mostly just so we can see writes happening or not.
2016-02-07 18:38:22 +01:00
baldurk cbe7a2ad8e Ensure 1:1 BindOutputWindow to FlipOutputWindow, for now
* Later FlipOutputWindow will probably acquire then present, but atm
  Bind acquires and Flip presents.
2016-02-07 18:38:21 +01:00
baldurk 1af4b74fe9 Super duper simple D3D11 pipe state returned, just for testing 2016-02-07 18:38:20 +01:00
baldurk 2962764bac Make sure to correctly identify the physical device to use 2016-02-07 18:38:19 +01:00
baldurk 1fd451e907 Remove locked tabs because they're irritating while they're just a test 2016-02-07 18:38:18 +01:00
baldurk 6eef0e0649 Pass screen index (so you can guess 0), fix Qt to display 2016-02-07 18:38:17 +01:00
baldurk 2c34df1e64 implement vkCmdBindVertexBuffers and vkFreeDescriptorSets 2016-02-07 18:38:17 +01:00
baldurk 1b6c7d6c65 Properly init dbg callback on replay 2016-02-07 18:38:16 +01:00
baldurk 67584e37d8 Serialise image/buffer usage 2016-02-07 18:38:15 +01:00
baldurk a85929db0c Try copying from fake backbuffer in replay 2016-02-07 18:38:14 +01:00
baldurk ab7a5b6c68 Set specialization info to NULL for now 2016-02-07 18:38:13 +01:00
baldurk 95cbb76cc2 Implement WSI on replay code. Use xcb instead of xlib. 2016-02-07 18:38:12 +01:00
baldurk 6a6273e591 Temporarily make renderdoccmd use xcb, as xlib isn't supported by ICD 2016-02-07 18:38:12 +01:00
baldurk 406e06d943 ultra hack to propogate WSI extensions on replay 2016-02-07 18:38:11 +01:00
baldurk d99f32cd08 Add extra debug print 2016-02-07 18:38:10 +01:00
baldurk dadf0a969f Add semaphore functions to hooking 2016-02-07 18:38:09 +01:00
baldurk cf27397e5c Pass begin info properly to vkBeginCommandBuffer 2016-02-07 18:38:08 +01:00
baldurk cdc6a66bea Set fake back buffer image info by live ID, and set memory used 2016-02-07 18:38:07 +01:00
baldurk ba58a53684 Temporary hack - don't create GLXWindow outside and pass in
* I'll need to see if it's possible to do GL-side replay if I'm just
  passed an xlib Window.
2016-02-07 18:38:07 +01:00
baldurk d1d01c2401 Set window as window. Duhhh 2016-02-07 18:38:06 +01:00
baldurk 84472deeb2 Use m_SwapChainInfo[] to get backbuffer image at end of frame 2016-02-07 18:38:05 +01:00
baldurk 5a6b65e215 Make sure vkCmdPipelineBarrier is passed array of pointers 2016-02-07 18:38:04 +01:00
baldurk 2b4762c3c5 Register the memory and image created for fake swap images 2016-02-07 18:38:03 +01:00
baldurk 12b0de281d make sure to fully initialis eserialised image memory barrier structs 2016-02-07 18:38:02 +01:00
baldurk 0ea599359d Give vkBeginCommandBuffer a begin info struct 2016-02-07 18:38:02 +01:00
baldurk 780c2e59bc create command pool & command buffer for our own uses 2016-02-07 18:38:01 +01:00
baldurk c80c3d0118 CreateInitialContents is needed for serialisation matching 2016-02-07 18:38:00 +01:00
baldurk 254f6cc7e1 Make sure to bind image memory for fake backbuffers 2016-02-07 18:37:59 +01:00
baldurk 7146f59b71 Set arrays to NULL if their serialised count is 0 2016-02-07 18:37:58 +01:00
baldurk 67432fbde6 attachment bind info isn't POD, can't serialise as POD array 2016-02-07 18:37:57 +01:00
baldurk a27e319fac NULL out optional objects if they're not present 2016-02-07 18:37:57 +01:00
baldurk 38c2803389 SerialiseObject must use MakeRes to get type info 2016-02-07 18:37:56 +01:00
baldurk c31fad9570 shaders add parents on shadermodules, pipelines on shaders & cache
* This is needed since these can objects be deleted afterwards.
2016-02-07 18:37:55 +01:00
baldurk eac80ae429 set resolveAttachments to NULL in case there are no resolves 2016-02-07 18:37:54 +01:00
baldurk 53fe4bec2c Make sure to set arrays to NULL explicitly so they are allocated 2016-02-07 18:37:53 +01:00
baldurk ad5276b390 set immutable samplers array to NULL if there are none 2016-02-07 18:37:52 +01:00
baldurk 8cb5066422 serialise renderpass create info properly 2016-02-07 18:37:52 +01:00
baldurk 0c7eeac16d Try recording & applying image transitions 2016-02-07 18:37:51 +01:00
baldurk 31367ac379 Add some transition debug logging, and allow arraySize=0 to mean =1 2016-02-07 18:37:50 +01:00
baldurk 30a504217b serialise out swapchain image info and create fake images on replay 2016-02-07 18:37:49 +01:00
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