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