baldurk
599a378d9c
Display descriptors by iterating the sets and looking up reflection
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* This lets disabled/empty sets be displayed more correctly
2016-02-07 18:49:31 +01:00
baldurk
f63dfcfc1f
depthclip != depthclamp
2016-02-07 18:48:38 +01:00
baldurk
795fbcaf8d
Fix some misc bugs
2016-02-07 18:48:35 +01:00
baldurk
521ec84b8b
Add pipeline export to HTML for vulkan
2016-02-07 18:48:08 +01:00
baldurk
b4ebc13c9d
Support push constants display in UI
2016-02-07 18:46:59 +01:00
baldurk
5c309d9d34
Refactor handling of resources/binding to be much more flexible
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* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
2016-02-07 18:46:40 +01:00
baldurk
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
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* This is preparation for a following commit, might not work on its own
(mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk
534f9943f9
Handle arrays of shader resources in pipeline state
2016-02-07 18:46:36 +01:00
baldurk
8a6d2ebf30
Handle arrays of uniform buffers in descriptor slots
2016-02-07 18:46:35 +01:00
baldurk
7dd5760420
Try to handle unbound resources a bit better
2016-02-07 18:46:31 +01:00
baldurk
e6807ec3a7
Proper display for descriptor sets in pipeline state view
2016-02-07 18:46:29 +01:00
baldurk
af8addf20e
Display if blend is enabled properly
2016-02-07 18:45:18 +01:00
baldurk
b363dc1fb5
Vulkan scissor regions are x,y,width,height
2016-02-07 18:45:16 +01:00
baldurk
484d70ddbd
Display buffers properly in resource list
2016-02-07 18:45:13 +01:00
baldurk
b569932a71
Update pipeline stage names to Vulkan nomenclature
2016-02-07 18:45:05 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
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* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
ee1460dcaa
Update C# vulkan pipeline state structs to match
2016-02-07 18:43:00 +01:00
baldurk
f660bdd807
For now, blat resources out into a list by string
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* This will do until I figure out how to layout the pipeline viewer
for resources.
2016-02-07 18:42:08 +01:00
baldurk
a25d07cf59
Display cbuffer contents within vulkan pipe viewer
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* For now, we just assume that cbuffers are tightly packed according to
D3D11 rules (matrices, structs, float3/4 are all float4 aligned), and
once final SPIR-V is generated everything should have explicit
offsets, strides, and sizes
2016-02-07 18:42:06 +01:00
baldurk
0007b9d63f
Use shader reflection variable names if no custom image names are set
2016-02-07 18:41:47 +01:00
baldurk
8832573dbb
Expose SPIR-V reflection data to UI
2016-02-07 18:41:45 +01:00
baldurk
8eddd387d7
Add vulkan pipeline state viewer based on D3D11 viewer
2016-02-07 18:41:35 +01:00