Commit Graph

3579 Commits

Author SHA1 Message Date
baldurk fcca358d0c Handle casting view types for swapchains (non-typeless resource) 2016-07-22 19:18:36 +02:00
baldurk d7102c1694 Don't create MS2Array pipeline if texel fetch is broken 2016-07-22 18:44:28 +02:00
baldurk 83be5e03bb Fix check that is backwards 2016-07-22 18:44:17 +02:00
baldurk ebb889a7ee Report supported windowing systems from replay, and choose which to use
* This is primarily for vulkan, which supports either xlib or xcb (and
  not necessarily both). GL still only supports xlib, windows and
  android only support one system regardless of API.
* This should also support xlib again for fetching keystates etc.
2016-07-22 18:23:30 +02:00
baldurk c1070053db Fix compile error on linux 2016-07-22 15:51:14 +02:00
baldurk bf2b62ac9a Fix missed rename of files 2016-07-22 15:48:07 +02:00
baldurk 28c1768397 Add menu item to jump from pixel history modifications to each primitive 2016-07-22 14:40:40 +02:00
baldurk bd079b7632 Add null check in TreeListView - fixes crash hitting pagedown if empty 2016-07-22 14:21:29 +02:00
baldurk 75bc04fcd0 Implement CopyTex2DMSToArray on vulkan for MS texture saving
* The reverse isn't implemented yet, so initial states of MS textures
  still can't be properly restored (although they could be saved).
2016-07-22 14:16:53 +02:00
baldurk 5b74d2f90a Add a little Ctrl-G popup on the texture viewer to jump to a pixel 2016-07-22 12:28:26 +02:00
baldurk 7e5f51cbf8 Rename spv/ folder back to glsl/ (hope this will make better history) 2016-07-22 02:44:37 +02:00
baldurk ed512a48de Remove glsl shader variants (and fix text rendering I forgot about) 2016-07-22 02:40:15 +02:00
baldurk 15d60ef6b9 Convert rest of GL shaders to use spv_ variants 2016-07-22 02:26:37 +02:00
baldurk a3fa84dbce Convert over mesh rendering and fix it up for GL while I'm at it 2016-07-22 01:12:29 +02:00
baldurk 2fe0ffe9fc Convert some more shaders 2016-07-21 23:44:37 +02:00
baldurk 96d98fa5d7 Start using common shaders for some GL shaders 2016-07-21 23:25:01 +02:00
baldurk 28645937db Use utility function for #version, #extension hoisting, "#includes", etc 2016-07-21 22:33:43 +02:00
baldurk 9e786f258c Make internal vulkan shaders compatible with GL with a few #ifdefs 2016-07-21 19:11:33 +02:00
baldurk a9f5f84a76 Fix narrowing warning for VkImageBlit taking int32_ts 2016-07-21 18:58:57 +02:00
baldurk f492ddab27 Add missing handling of uscaled and sscaled formats 2016-07-21 16:06:10 +02:00
baldurk b6e55cc8d5 Perform blit instead of copy to allow for swizzling to backbuffer fmt 2016-07-21 14:53:44 +02:00
baldurk 5958e7cc24 Calculate max formatted float size given current settings as col width
* The default (and previous) width of 100 is a little larger than the
  calculation ends up being for default float formatting values.
2016-07-21 14:01:15 +02:00
baldurk 7923ad15a8 Fix exponential float formatter to properly use min/max figures
* Previously it was treating maxfigures as the required length of the
  fractional part, so you'd get a lot of pointless 0s. it should be the
  number of significant figures, so we pretty much reuse the non-exp
  formatter.
2016-07-21 13:58:21 +02:00
baldurk f5c5618650 Fix copy-paste errors in shift operations, always shifting by .x 2016-07-21 12:09:00 +02:00
baldurk 6b32d6a4a2 Fix check for unknown DXGI format 2016-07-21 09:56:53 +02:00
baldurk d7bec406db Fix hidden variable warning 2016-07-20 20:28:56 +02:00
baldurk 7f2d86b31d [Coverity] Fix some more uninitialised values/members 2016-07-20 18:42:12 +02:00
baldurk fce07e9a8f [Coverity] Check return value on GetData 2016-07-20 18:42:11 +02:00
baldurk 331bd3fc69 [Coverity] Add bounds checking to #line processing in disassembly 2016-07-20 18:42:10 +02:00
baldurk e8e1b34d26 [Coverity] Remove some dodgy code to iterate shader stages 2016-07-20 18:42:10 +02:00
baldurk 0f6bc31b2c [Coverity] Only pass arrays to *TexParameter* functions 2016-07-20 18:42:08 +02:00
baldurk 2e04fdaf3e [Coverity] Cast wchar_t up to uint32_t so processing is consistent
* On windows where it's 2-bytes, coverity was complaining that it can't
  match some of the ifs (not unreasonably, without the bigger picture)
2016-07-20 18:42:07 +02:00
baldurk ab22b05021 [Coverity] Match up array delete to array new 2016-07-20 18:42:07 +02:00
baldurk 95b7642612 [Coverity] Fix mis-matched enum comparisons 2016-07-20 18:42:06 +02:00
baldurk b1d917b52b [Coverity] Fix some enum-enum casting, by going via int. 2016-07-20 18:42:05 +02:00
baldurk 95b18e25f5 [Coverity] Annotate or fix some error-plus-fall-through switch defaults 2016-07-20 18:42:05 +02:00
baldurk e016a45ba8 [Coverity] Remove unneeded if check before exit 2016-07-20 18:42:00 +02:00
baldurk 49dc420e9b [Coverity] Remove float * parameter for cbuffer data, change to void * 2016-07-20 18:41:46 +02:00
baldurk 7638684146 [Coverity] Fix some NULL dereferences that should be checked 2016-07-20 17:18:14 +02:00
baldurk a3f61d0680 [Coverity] Add paranoia protection around left-shift in double printing 2016-07-20 16:58:52 +02:00
baldurk 6545625874 [Coverity] Fix a bunch of partially-initialised structure warnings 2016-07-20 16:45:06 +02:00
baldurk 240bdc3156 [Coverity] Catch any C++ exceptions from cmdline and just bail instantly 2016-07-20 16:15:40 +02:00
baldurk e81895b060 [Coverity] Remove use of rand() now SetFrameEvent takes 'bool force'
* I honestly can't figure out how to tell Coverity that rand() use isn't
  a security flaw, but it's on longer needed so...
2016-07-20 16:01:48 +02:00
baldurk b3e192bdb6 Always perform barrier for depth image even if it's not pipeline-bound 2016-07-20 15:24:37 +02:00
baldurk 31fb9dbaec Create fake backbuffer in the same format always - RGBA8_SRGB 2016-07-20 15:24:17 +02:00
baldurk aea036c34c Implement multi-draw indirect support for vulkan 2016-07-20 14:09:56 +02:00
baldurk e04dc8897f Fix VS2015 warning about variable shadowing 2016-07-19 21:00:58 +02:00
baldurk bde21b0c73 Render custom shaders at the selected mip level. Refs #302 2016-07-19 20:40:11 +02:00
baldurk 81c8f1f77e Prefix GL uniforms with 'uniform'. Refs #302 2016-07-19 19:19:57 +02:00
baldurk a923ea615d If we're doing a range partial replay, just skip work in vkExecCommands 2016-07-19 18:44:03 +02:00