Commit Graph

17 Commits

Author SHA1 Message Date
baldurk cca206a356 Fix array indexing crashes, ditch a lot of messing with UAV start slot
* The UAV array is provided as we expect it - with UAVs from 0 onwards
  even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is
  the slot of the 0th UAV.
2015-02-27 14:07:58 +00:00
baldurk ac926b86d9 Split up RT/RW handling to be less D3D11-centric in texview thumbnails
* In D3D11 the RTs and UAVs have the same namespace, but GL has separate
  framebuffer attachments and images. This change splits up the concepts
  so the D3D11 case is a special case, in a way, and that we can handle
  any generic mix of the two nicely.
2015-02-21 22:39:36 +00:00
baldurk 3f5d87f290 Make generic values show up in the mesh viewer 2015-02-10 17:16:32 +00:00
baldurk 7bf45d043b Fix incorrect null check that could crash with no VS bound 2015-01-26 19:55:42 +00:00
baldurk 0777a87dee Fix mismatch between C# struct and C++ struct (was hidden in padding) 2015-01-26 19:48:19 +00:00
baldurk 06a549cf01 Fix vertex inputs on GL to use input attrib bindpoint mapping 2015-01-26 16:55:07 +00:00
baldurk 4674b76930 Remove attributes not used in VS from GL vtx attribute list 2015-01-25 19:55:07 +00:00
baldurk 8318720561 Re-implement GL RenderMesh in the new terms - much simpler!
* Still missing several features:
  - solid shading of 'secondary' data
  - highlighting of vertices/faces/supporting faces
  - helpers like axis markers or frustum
  - post VS data and re-projection
2015-01-25 19:31:13 +00:00
baldurk 22c9775008 Refactor RenderMesh() to now purely render what's specified
* So RenderMesh doesn't pick up anything implicitly from the current
  event, log, pipeline state etc - everything it needs is explicitly
  provided by the config parameters (note this might include a buffer
  generated by postvs data fetching, but the implementation now doesn't
  need to care or treat it as a special case.
2015-01-25 14:04:41 +00:00
baldurk 8b91c8540b Pass through Read FBO, and handle Draw/Read Buffers indirection 2015-01-17 18:49:08 +00:00
baldurk f459c63380 Show restart index on GL pipe state, and handle it being disabled 2015-01-15 23:37:17 +00:00
baldurk f013f6fd29 Store index format and topology in drawcall, to accommodate GL
* D3D11 just latches the state from the input assembler state into the
  drawcall when it's being added. GL stores the state per-draw.
2015-01-15 17:17:12 +00:00
baldurk 35884170eb In D3D11 support setting friendly names on shaders 2014-09-10 18:25:29 +01:00
baldurk 7ab9815aaf Introduce a bindpoint mapping as part of the pipeline state
* For APIs where the shader namespace/bindpoint (which may be arbitrary
  like 'the Nth texture resource' can be mapped, at each event, to the
  actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
  uniform.
* This also means GL shader reflection structures are properly immutable
  and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
  methods, where the mapping returns the resource rather than just mapping
  to an integer bind ponit.
2014-08-13 15:56:55 +01:00
Baldur Karlsson e19daa58e3 Check bindpoint isn't -1 (for non-buffer-backed uniforms) 2014-08-08 11:15:16 +01:00
Baldur Karlsson b26b816d81 Implement FillCBufferVariables for buffer-backed UBOs 2014-07-29 14:07:56 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00