12 Commits

Author SHA1 Message Date
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk e0bbed0b34 Pass shader specialization data to pipeline state (just data, not in UI) 2016-02-07 18:49:22 +01:00
baldurk a995ee66e2 Change handling of shaders and entry points so they're not aliased 2016-02-07 18:49:03 +01:00
baldurk f63dfcfc1f depthclip != depthclamp 2016-02-07 18:48:38 +01:00
baldurk 63d643d43c Replay functions compiling 2016-02-07 18:48:31 +01:00
baldurk ebb9f05c75 Pass through base mip/level for vulkan resources (also for GL textures) 2016-02-07 18:46:37 +01:00
baldurk e6807ec3a7 Proper display for descriptor sets in pipeline state view 2016-02-07 18:46:29 +01:00
baldurk b363dc1fb5 Vulkan scissor regions are x,y,width,height 2016-02-07 18:45:16 +01:00
baldurk 70b1d241b0 Finish the vulkan pipeline display 2016-02-07 18:43:49 +01:00
baldurk ee1460dcaa Update C# vulkan pipeline state structs to match 2016-02-07 18:43:00 +01:00
baldurk a25d07cf59 Display cbuffer contents within vulkan pipe viewer
* 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 edac1f0bfd Pass vulkan pipeline state along to UI 2016-02-07 18:41:29 +01:00