baldurk
175cda5f36
Fix friendly naming of registers for proper cbuffer bindpoint handling
2016-11-02 23:39:35 +01:00
baldurk
975b67d2ce
Fix float exception on processing empty bounding box for ' '. Refs #412
2016-11-02 23:39:35 +01:00
baldurk
50eaf793f1
By default hide help when specifying a custom buffer format
2016-11-02 23:39:35 +01:00
baldurk
567a236034
Allow using hex formatting strings for custom constant buffer layouts
2016-11-02 23:39:35 +01:00
baldurk
c2103ed2ba
Check for GLSL style square matrix formatting strings. Refs #414
2016-11-02 23:39:35 +01:00
baldurk
a2979984ba
Add a preview pane to the live capture with a full-res screenshot
2016-11-02 23:39:35 +01:00
baldurk
f197156ee6
When an edit happens in the python shell, remove any line-number marker
2016-11-02 23:39:35 +01:00
baldurk
964a0f6b12
Make "no api" situation more explicit in live capture
2016-11-02 23:39:35 +01:00
baldurk
7e7b3d3f80
Add supporting desktop files for QRenderDoc and thumbnail handler etc
2016-11-02 23:39:35 +01:00
baldurk
5286f950ff
Add processing to different formats and max size while fetching thumb
2016-11-02 23:39:35 +01:00
baldurk
57d8cfa89a
Add stb_image_resize for thumbnail processing
2016-11-02 23:37:38 +01:00
baldurk
887e4d22e9
Change thumbnails to 80% JPEG quality and 2048 max width
2016-11-02 23:37:38 +01:00
baldurk
8f4a55a3b5
Set all processes under a given UI instance to log to the same file.
...
* Using OS-specific append writing functions instead of simple fopen/
fwrite/fclose we can guarantee that multiple processes writing to the
same log file won't trash or interleave their log output.
* To make the logs readable the PID is now included along with the
project/timestamp.
* After that, we make sure that when we launch a program we set the
output log to the same file as the parent UI. This keeps all the logs
together and removes user confusion over which logfile is needed.
* We also move all of RenderDoc's temporary files under a RenderDoc
folder in the temp folder, instead of scattering the files in the root
2016-11-02 23:37:38 +01:00
Baldur Karlsson
aa4e4750ed
Fix typo to Contributor Covenant link in README
2016-11-02 17:14:06 +01:00
Michael Rennie
bcb9914665
Start remoteserver and captured packages by adb commands in native code.
...
Use adb to enumerate installed 3rd party packages in capture dialog.
Cleaned up all the "adb:" strcmp's.
2016-11-02 16:10:29 +01:00
Michael Rennie
8899cb8e73
If adb path is set, use adb devices to enumerate Android devices.
...
Process::LaunchProcess() optionally returns the child's stdout & stderr.
Added carriage return to string trim().
2016-11-02 16:10:29 +01:00
baldurk
2d7c55cbe9
Variable shadowing fixes
2016-10-31 01:20:02 +01:00
baldurk
090e4e5e9a
Handle stale descriptors hanging around referencing re-used resources
2016-10-31 01:01:53 +01:00
baldurk
5890316f22
Implement DeviceContextStates from D3D11.1 as needed by D2D. Refs #402
...
* This should at least support the swapping of the current pipeline
state but it probably won't support all the weird 'emulate different
D3D versions' stuff.
2016-10-31 01:01:53 +01:00
baldurk
212467a9c5
Inherit from the correct interface to be implemented
...
* Without this, a cast from WrappedID3D11DeviceContext to
ID3D11DeviceContext3 will not properly adjust the vtables so the
returned pointer will be invalid.
2016-10-31 01:01:53 +01:00
baldurk
a5e6158996
Forward QueryInterface call for ID3D11InfoQueue from context to device
2016-10-31 01:01:53 +01:00
baldurk
4dc75a69fe
Return a dummy ID3D10Multithreaded to stop D2D from whining. Refs #402
2016-10-31 01:01:53 +01:00
baldurk
8852b5f739
Track resources to flush in deferring dynamic descriptor updates
...
* During the frame we don't update our internal descriptor tracking, we
just record the updates on the CPU timeline.
* However, it's possible that one of those copies or writes references a
resource that is persistently mapped, so we need to know about that so
we can flush it at the next execute.
2016-10-31 01:01:53 +01:00
baldurk
21b4f94379
Don't try and hook into child processes that failed to create
2016-10-31 01:01:53 +01:00
baldurk
29388362a3
Make sure to delete records when resources are destroyed.
...
* If we're capturing, the frame references will keep the resource alive
and the application has to at least keep resources alive until after
GPU execution is finished.
2016-10-31 01:01:53 +01:00
baldurk
7903c78f6c
Unmap all current maps when a resource is deleted
2016-10-31 01:01:53 +01:00
baldurk
f46cf932d2
Implement D3D12.1 - ID3D12Device1 and pipeline library
2016-10-31 01:01:53 +01:00
Dominik Witczak
aaba987953
Fix for glBindBuffersRange() impl.
2016-10-30 20:51:56 +01:00
baldurk
b8cee9f530
Add missing break statements, thanks to report from @RCalocaO!
2016-10-29 21:28:27 +02:00
baldurk
6b5a2d4b66
Fix OwnerView not propagating to child nodes. Thanks @RCalocaO!
2016-10-29 21:25:55 +02:00
baldurk
23da9ac149
Add a pop-up tooltip over event names that are truncated
2016-10-28 21:21:05 +02:00
baldurk
1ceb9ee6e7
Don't crash if no RTVs are set with SingleHandleRT true
2016-10-28 17:42:11 +02:00
baldurk
420d653085
Release temporary SRVs created during copy MS <-> Array. Refs #406
2016-10-28 17:41:48 +02:00
baldurk
cdbcc7f301
Print a message when running a process
2016-10-27 22:17:42 +02:00
baldurk
385b719883
Make warning on inject screen much more obvious
2016-10-27 21:22:46 +02:00
baldurk
886d49fd2a
Don't crash if we try to refresh a non-host node, just skip it
2016-10-27 20:35:52 +02:00
baldurk
b36b120638
Don't store bound descriptors in a set, just a vector with duplicates
2016-10-27 19:35:46 +02:00
baldurk
37e56e91b0
Only emit debug text in non-RELEASE
2016-10-27 19:35:45 +02:00
baldurk
f7c155acd3
Unwrap presentation queues passed to ResizeBuffers1
2016-10-27 19:35:44 +02:00
baldurk
3c222af4e2
Make sure to frame-reference the contents of descriptor copy sources
2016-10-27 19:35:43 +02:00
baldurk
b796669909
Print size of each individual command list, not total size
2016-10-27 19:35:42 +02:00
baldurk
58ecabc7c4
Make sure persistent map check includes resources in bound descriptors
2016-10-27 16:23:09 +02:00
baldurk
95f955a5bb
Put whole of ExecuteCommandLists processing in cap transition lock
...
* This is needed because processing of flushing persistent maps and
using shadow memory needs to happen before it's deallocated at the end
of the frame.
2016-10-27 15:43:39 +02:00
baldurk
ff547fa24f
Only allocate DSVs for output windows with depth.
2016-10-27 15:42:37 +02:00
baldurk
3357898855
Unwrap resource to discard on replay
2016-10-27 14:01:16 +02:00
baldurk
07c9b3697b
Check for truncated reads when decompressing
2016-10-27 12:40:19 +02:00
baldurk
edcce279d2
Don't write debug text string all in one fwrite call
2016-10-27 12:39:47 +02:00
baldurk
c49496bc16
Don't overwrite sampler types during writing
2016-10-27 12:39:17 +02:00
baldurk
88939d1f21
Only add wrapped resources to list on replay (which is single threaded)
2016-10-27 11:35:03 +02:00
baldurk
0832bff675
Use command queue that created a swapchain for writing to backbuffers
2016-10-27 11:34:17 +02:00