baldurk
0f34fbd29a
Check that for each new context we populate hooks to get func ptrs
2014-11-14 23:26:18 +00:00
baldurk
c5e53f7473
pick up libGL dlsym handle when dlopen() is called
2014-11-14 23:25:15 +00:00
baldurk
9c0b89baae
StringFormat::Fmt was re-using va-list incorrectly on linux
2014-11-14 23:22:50 +00:00
baldurk
fd9d11bc6d
Fix linux GetEmbeddedResource not using address of file start/end
2014-11-14 23:22:36 +00:00
baldurk
ac89399c60
linux compile fixes
2014-11-14 14:16:05 +00:00
baldurk
ecbd919d05
Try to preserve horizontal scroll between events on mesh view
2014-11-13 22:21:09 +00:00
baldurk
551b0372c8
Allow fully flexible display of position&other component on meshes
...
* You can choose which component will be used as 'position' when rendering
vertex inputs. Helpful if a position component isn't auto-detected, or
if you want to render UV co-ordinates onto the screen.
* Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh
you can choose a secondary column yourself.
* Also the solid shading options are available on vertex output meshes as
well as inputs.
2014-11-13 18:37:58 +00:00
baldurk
ef65ad65f1
Fix highlighting VS output verts with index buffers
2014-11-13 18:24:08 +00:00
baldurk
5abeee554f
Generate generic input layout from correct VS bytecode
2014-11-13 13:49:13 +00:00
baldurk
b255f5bc36
Protect against ArgumentException in Timeline Bar paint
...
* Crash report was submitted indicating a crash here, which is either
memory issues or momentarily crazy-large window. We can catch the
exception and just clear to black.
2014-11-12 23:38:40 +00:00
baldurk
f59ae15ad3
Defensively code against queries failing to create.
...
* Received a crash report that indicated some queries failed to create,
which means uninitialised pointers would be used from then on (= boom).
2014-11-12 23:30:48 +00:00
baldurk
e4684baf20
Handle fetching DX11.2 interfaces, but just as passthru. Closes #106
...
* Until I have a sample that uses it, I'm not going to attempt to serialise
the tiled resource API. It has a lot of other potential knock-ons too
(e.g. to initial contents).
2014-11-12 23:28:19 +00:00
baldurk
65cee274eb
Wrap/handle as appropriate new DXGI 1.2 & 1.3 ifaces. Refs #104
2014-11-12 22:55:58 +00:00
baldurk
c273073935
Proper record deletion and record parenting
2014-11-12 00:48:56 +00:00
baldurk
d46b1bfdd0
glCopyImageSubData just marks destination texture as dirty
2014-11-12 00:48:24 +00:00
baldurk
f7c07577a0
Only serialise glBindImageTexture(s) when in WRITING_CAPFRAME
2014-11-12 00:48:00 +00:00
baldurk
ca03304adb
Handle special formats like GL_LUMINANCE8_EXT separately
2014-11-12 00:47:38 +00:00
baldurk
45598feff5
Add API differentiating string to in-program overlay
2014-11-12 00:22:18 +00:00
baldurk
b7912647cf
Initial implementation of saving program uniforms at frame capture
...
* Previously we were saving every program uniform that got set,
cumulatively.
* Now, whenever a uniform is set that program is marked as dirty and we
fetch out the uniform values at the start of the frame and serialise them
out.
* On replay, we create a dummy copy of the program to hold the initial
uniform values, and copy them across to restore the frame-start values.
2014-11-11 22:54:57 +00:00
baldurk
c9e74c7a56
Handle depth and stencil components in GetByteSize
2014-11-11 22:54:57 +00:00
baldurk
d2afc191c9
Handle some common ARB aliases a program was requesting
2014-11-11 22:54:56 +00:00
baldurk
c370c3c151
Handle GL_CUBEMAP_POSNEG_XYZ binding targets as identical to cubemap
2014-11-11 22:54:56 +00:00
baldurk
b8f74610b4
Implement glShaderStorageBlockBinding
2014-11-11 22:54:56 +00:00
baldurk
c0fb5fa8ac
Expose a MarkDirtyResource that takes GLResource for convenience
2014-11-11 22:54:55 +00:00
baldurk
1f33368624
Allow resource managers to set initial contents chunk directly
...
* Also use Serialiser::Alloc/FreeAlignedBuffer for the blobs
2014-11-11 22:54:55 +00:00
baldurk
62f28f751c
Implement some multi-binding functions.
2014-11-11 22:54:55 +00:00
baldurk
67e5b28f3b
Debug log for which extension functions the app is requesting
2014-11-11 22:54:54 +00:00
baldurk
67ae269bc5
Change logging at the end of pixel history function to RDCDEBUG
2014-11-11 17:49:40 +00:00
baldurk
1fc1e632b3
Just pass-through wglSwapIntervalEXT as we don't care about it
2014-11-11 17:47:55 +00:00
baldurk
97fcde8402
Implement glClearTexImage and glClearTexSubImage
2014-11-11 17:47:38 +00:00
baldurk
5e74364ab1
Identify 'POS' as an input position semantic. Refs #107
2014-11-11 13:47:40 +00:00
baldurk
0682842c9d
Improve automatic texture naming for GL
2014-11-11 00:05:38 +00:00
baldurk
4f1c94f83f
Make sure invalid/undefined and texture buffers are properly cached
2014-11-11 00:00:35 +00:00
baldurk
513ace06ec
Calculate correct size for compressed cubemap face data
...
* GL_TEXTURE_COMPRESSED_IMAGE_SIZE glGet value gives you the size for all
faces on this mip, but we fetch the image data face-by-face, so it needs
a /6.
2014-11-10 23:46:44 +00:00
baldurk
9e60ce8959
Handle texture buffers on texture metadata retrieval
2014-11-10 23:45:48 +00:00
baldurk
4de29f3df3
If no pixel unpack buffer was bound on capture, make replay match
2014-11-10 23:45:32 +00:00
baldurk
cea719f7cf
Bind fake backbuffer instead of default framebuffer
2014-11-10 23:45:11 +00:00
baldurk
3124614fc2
Fix wrong max/min
2014-11-10 23:28:03 +00:00
baldurk
ab2cf8b1e0
Change clamps to 4x4 to just 1x1 minimum size
2014-11-10 23:17:11 +00:00
baldurk
100f644bd4
Use mip dimensions rather than full image dimensions
2014-11-10 23:15:20 +00:00
baldurk
060801db20
Check GL_MAX_VERTEX_ATTRIBS on apply as well as fetch
2014-11-10 23:13:20 +00:00
baldurk
77a5d9d7b5
Overlay should be Y-Flipped if main view is
2014-11-10 23:11:18 +00:00
baldurk
9da25f020e
First implementation of initial contents for GPU dirty textures
2014-11-10 23:07:18 +00:00
baldurk
ed2661514a
Since the debug layer complains for me, respect GL_MAX_VERTEX_ATTRIBS
...
* I need to respect the GL_MAX_* values all over the render state, but the
other things don't complain so I can ignore it for now :).
2014-11-10 23:07:18 +00:00
baldurk
165e00a5f9
Fill m_Textures during cap, and store tex dimension & # MSAA samples
2014-11-10 23:07:18 +00:00
baldurk
9b5864bbd2
Remove assumptions in resource_manager that resources are pointers
2014-11-10 23:03:11 +00:00
baldurk
c406804d24
Bump D3D11 serialise version for ce0a67e8, and add backwards compat
...
* This is the first attempt at backwards logfile compatibility. Since most
captures are fairly ephemeral I don't know to what degree I'll go in
future to support old captures, but since this was a fairly trivial
example (just skip serialising a bit of data if it's an old version
without it), I'll test this out.
2014-11-10 17:53:31 +00:00
baldurk
ef950b63db
Fix installer to include necessary Microsoft.Dynamic.dll
2014-11-10 17:30:28 +00:00
baldurk
41f80630ec
Include IronPython component in installers, mark as 64bit
2014-11-10 17:20:00 +00:00
baldurk
11bf575a1d
Fix reference to non-existant file in docs
2014-11-10 17:16:11 +00:00