Commit Graph
3288 Commits
Author SHA1 Message Date
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