Commit Graph

1663 Commits

Author SHA1 Message Date
baldurk 036ab1d24f Linux compile fix, cast window to to void* 2015-10-11 16:13:04 +02:00
baldurk 1b99bb3dfc Add warning and clip display if a buffer will be too large
* E.g. if a huge buffer is displayed as just floats, there could be
  100s of millions of rows. Instead, we clip to 200,000 (anecdotally
  where things start getting a bit laggy on the control), and allow
  advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk 5a401cf541 Linux compile fix 2015-10-10 10:40:08 +02:00
baldurk a87f3bf0b9 Better handling of the case where a context isn't current on start/end cap
* Usually if Start/End frame capture happens on a thread without a context
  current, we activate one temporarily for our bookkeeping. This can fail
  if that context we want is active on another thread. In this case, we
  fall back to the most recently seen context that *isn't* active anywhere.
  This isn't perfect, but it's better.
2015-10-09 13:14:13 +02:00
baldurk 4a45dcf32c Don't hook createcontext calls recursively
* This can happen if wglCreateContext ends up calling wglCreateLayerContext
2015-10-09 13:12:32 +02:00
baldurk 7edf87daf3 Don't rely on GL_TEXTURE_COMPRESSED queries, check format on our own 2015-10-09 13:11:21 +02:00
baldurk 6694c7302f Check if DataPtr itself is NULL (GetDataPtr() includes offset)
* Prevents a crash if a buffer's first glBufferData comes in during frame
  capture and it doesn't get stuck without data allocated in the record.
2015-10-09 13:09:57 +02:00
baldurk 0fe73ac165 Don't serialise many redundant SetResourceName chunks in a row 2015-10-07 20:06:42 +02:00
baldurk 11286b0f71 Make sure find results textbox is marked read-only 2015-10-07 20:00:45 +02:00
baldurk a98e7eb9d6 Clear search results for each new search 2015-10-07 20:00:33 +02:00
baldurk 239abd08dd Remove all newlines from find-in-files results 2015-10-07 19:56:52 +02:00
baldurk 6c01972d50 Add debug message to alert users if D3D11.1 calls can't be replayed 2015-10-06 17:16:34 +02:00
baldurk 0c1ba13a5f Fix shader debugging warning message 2015-10-06 17:09:46 +02:00
baldurk bf9e6c1156 Make sure to unset the update flag if we're on the latest version 2015-10-06 17:07:51 +02:00
baldurk c4d95421e0 Fix crash if main window is closed while update check is ongoing 2015-10-04 15:31:10 +02:00
baldurk 90e1b5c1b1 Create context debug data as late as possible, in SwapBuffers. Refs #155
* This means we avoid creating debug objects in wglMakeCurrent and so
  you can call wglShareLists after that safely.
2015-10-02 19:03:53 +02:00
baldurk 079a44b4a9 Speculative fix - try to avoid crashes if hooked dlopen is called early
* This isn't particularly stable/nice, probably needs a complete rethink
2015-10-01 00:51:22 +02:00
baldurk e2871e1245 Add typedef for old binary compatible versions to avoid annoying people 2015-09-30 22:18:06 +02:00
baldurk 59e604be91 Bump in-application API to 1.0.1. Backwards ABI compatible with 1.0.0 2015-09-30 22:14:38 +02:00
baldurk d4ffbe417b Enclose resource list usage in critical sections. Refs #157 2015-09-30 21:52:55 +02:00
baldurk 271475410b Go through consistent path to capture. Fixes IsFrameCapturing. Refs #158 2015-09-30 21:30:12 +02:00
baldurk 98d3cae896 Ignore glBindBuffer where target is GL_NONE
* This is possibly some logic error on my side, but it might be a bad
  call from the app. Either way it is invalid so it should be dropped.
2015-09-26 23:48:14 +02:00
baldurk 94863b7afe Set index byte width for glMultiDrawElements - fixes crash 2015-09-26 23:48:14 +02:00
baldurk 73c1049ecf Don't apply TEXTURE_MIN/MAX_LOD state to texture rectangles 2015-09-26 23:48:13 +02:00
baldurk 7a8e6020b5 QRenderDoc build fix - allow includes relative to project root 2015-09-26 20:19:08 +02:00
baldurk b60868254e Bump version number to v0.27 2015-09-26 00:14:56 +02:00
baldurk ebe442d1d8 Update tips dialog and add a menu item for it. v0.26 2015-09-25 21:09:12 +02:00
baldurk b5f73cbb63 Don't call TextureBinding where enum might be GL_NONE. Refs #156 2015-09-24 18:40:11 +02:00
baldurk f3abf31148 Catch FinishCommandList calls on immediate context, and throw an error 2015-09-24 18:30:14 +02:00
baldurk 7fdadc52f7 Fix register/variable highlighting sometimes getting busted 2015-09-23 13:30:12 +02:00
baldurk 51f8e949a1 Add back some code that was deleted by accident 2015-09-23 13:29:54 +02:00
baldurk edccd1f9af Remove topologies, index type, offsets, etc from GL drawcall strings
* This was mostly just useless noise that cluttered up the event list -
  it's all implicitly displayed on the mesh output or pipeline state
2015-09-20 13:02:07 +02:00
baldurk a5ba0e4597 Make injecting into a GL app safer (still does nothing if after GL init)
* If we haven't seen a context create anywhere, refuse to do any work -
  this is pretty much definitely because of being injected into the
  program after init time. Unlike D3D11 where all the API calls are via
  interface pointers that were fetched and not wrapped, GL starts being
  hooked immediately, which is bad!
2015-09-20 11:09:49 +02:00
baldurk 8678fa9e2d Call SetLastError(0) to mute any errors after RenderDoc work
* Obviously not ideal, but better than passing spurious error codes
  back to the application where presumably it wasn't getting them
  before.
2015-09-18 23:31:34 +02:00
baldurk 4242c12226 Don't call into SwapBuffers if no window is associated with the DC 2015-09-18 23:26:11 +02:00
baldurk 1b8d291874 Avoid pointless multiple file passes, now that seeking isn't cheap 2015-09-18 22:37:44 +02:00
baldurk b090092d73 Don't apply renderdoc hooks to renderdoc.dll. Things go... badly 2015-09-18 22:27:46 +02:00
baldurk a9166ffb38 Fix logic for GetBuffer() UUID check 2015-09-18 22:11:15 +02:00
baldurk 84a89c1e32 Linux compile fix 2015-09-16 08:52:48 +02:00
baldurk 822cbd879d Convert GL_CLAMP to GL_CLAMP_TO_EDGE 2015-09-16 08:37:17 +02:00
baldurk 1936a7a0b4 Get sized format for render buffers (not sure if that's even valid...) 2015-09-16 08:28:53 +02:00
baldurk 0c42d195c2 Fix copy-paste error with DRAW/READ framebuffer 2015-09-16 08:27:33 +02:00
baldurk fd85a981ed Get sized stencil formats 2015-09-16 08:27:23 +02:00
baldurk e58c7aff13 Add extra bounds check just in case trace has no steps. 2015-09-16 01:18:14 +02:00
baldurk f021aed31b Handle unexpected UUIDs in IDXGISwapChain::GetBuffer a bit more nicely
* Had some crash reports hitting the assert indicating some other UUID
  was passed. Most likely is ID3D10Texture2D or similar, which we
  can't support. Any other just print an error and the UUID.
2015-09-16 01:12:33 +02:00
baldurk c18b1547ac Distribute renderdoc_app.h in packages 2015-09-15 23:11:07 +02:00
baldurk 60081dcfe7 Add fallback path to use d3dcompiler from renderdoc folder. Refs #153
* This should be a very rare case, but e.g. if the D3D11 runtime hasn't
  been loaded ever, d3dcompiler won't be in the system dll path.
2015-09-15 23:11:02 +02:00
baldurk 822a235349 Make sure not to try and use compressed reader for non-compressed logs 2015-09-15 18:52:43 +02:00
baldurk 2100344636 Fix logic to ensure we don't silently drop manual update checks 2015-09-15 18:43:06 +02:00
baldurk 1f3a83cf38 Don't make UpdateDialog TopMost, that's globally always-on-top 2015-09-15 18:42:42 +02:00