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
baldurk
09760ffb7d
Support arrays-of-structs as SPIR-V in/out signature elements
...
* This is commonly used for tessellation and geometry shaders with
gl_in[] and gl_out[]
2016-06-02 17:23:47 +02:00
baldurk
61ae6893f8
Fix mesh output when tessellation is active
...
* We don't want to have any other shader stages than vertex shader
active really. It's enough to run the vertex shader, fetch output, and
stop. Other stages active imposes more requirements (like tessellation
has to happen with patch list types not point lists, etc).
2016-06-02 16:59:25 +02:00