baldurk
1985a6e87a
Add minimal hook to block initialisation of AMD extensions on DX12
2018-09-25 15:50:48 +01:00
baldurk
fb23f6ad1d
Add check for ANDROID_NDK, and error if not set when building android
2018-09-25 15:50:11 +01:00
baldurk
5b07a48479
Switch android build to use NDK-provided cmake file
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* The existing android cmake file doesn't work with newer NDK releases, so we
have to use the provided cmake file. It should work in NDKs as far back as
version 14.
2018-09-25 15:09:54 +01:00
baldurk
0092e5ced2
Append link flags in cmake on android instead of replacing
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* Thanks to @Themaister for this fix
2018-09-25 15:09:54 +01:00
baldurk
390096e796
Add missing includes on android
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* Thanks to @Themaister for this fix
2018-09-25 15:09:54 +01:00
baldurk
a316e7ff12
Add missing VKAPI_ATTR declaration on vulkan layer functions
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* Thanks to @Themaister for this fix
2018-09-25 15:09:53 +01:00
baldurk
4dccb2d02c
Add support for simple vulkan extensions
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* VK_EXT_post_depth_coverage
* VK_EXT_queue_family_foreign
* VK_KHR_8bit_storage
* VK_KHR_get_display_properties2
* VK_KHR_vulkan_memory_model
2018-09-25 15:09:53 +01:00
baldurk
a88c5c4008
Use VkBaseInStructure, official version of VkGenericStruct
2018-09-25 15:09:53 +01:00
baldurk
87d5856bf5
Update to 1.1.85 vulkan headers
2018-09-25 15:09:51 +01:00
baldurk
b5d4d44356
Hook libGLX.so as well, just in case
2018-09-25 11:01:33 +01:00
baldurk
081d283575
On linux don't take address of glX/egl symbols
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* The application could export a public glXSwapBuffers symbol that is its own
function pointer, and &glXSwapBuffers looking up that symbol will get it,
instead of our entry point. Follow the GL function scheme of still exporting a
small stub with the proper name, but forwarding to an internal suffixed symbol
that won't be overloaded.
2018-09-25 11:01:25 +01:00
baldurk
73ec1e1d37
Don't assume text output byte buffer is null terminated
2018-09-25 10:39:59 +01:00
baldurk
5b4978b0bf
Copy over original specialization info when fetching mesh output
2018-09-25 10:39:37 +01:00
baldurk
7a8581ebab
Expose function to query git commit hash version info
2018-09-25 10:31:09 +01:00
baldurk
94496e0e2a
Support copying structured lists to each other in python
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* This requires a copy otherwise object lifetimes are wrong.
2018-09-20 12:35:37 +01:00
baldurk
6ec402e370
rename logfile -> capturefile parameter on execute, document for python
2018-09-18 18:05:39 +01:00
baldurk
9bf00cb1a6
More natural python handling for GetDefaultCaptureOptions, return struct
2018-09-18 18:01:28 +01:00
baldurk
684e814eb7
Protect access to TextureViewer from custom shader editor
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* This means we don't crash if the custom shader editor is kept open even when
the texture viewer is closed.
2018-09-18 12:46:23 +01:00
baldurk
871685fe86
Split up CONTRIBUTING.md and move it under docs/
2018-09-17 17:31:05 +01:00
baldurk
a38f77a6f7
Move CODE_OF_CONDUCT.md file into docs/ subfolder
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* This keeps the root folder a little tidier and is still automatically located
& linked by github. See: https://help.github.com/articles/adding-a-code-of-
conduct-to-your-project/
2018-09-17 16:50:47 +01:00
baldurk
d8294d8a88
Use linked-list & spinlock to avoid non-safe functions. Closes #1102
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* Most functions - including pthreads, malloc, free, etc are not safe to use in
signal handlers. So we use a simple spin-lock and manual linked-list to manage
our list of PIDs to wait on.
2018-09-17 15:58:10 +01:00
baldurk
834bbe6935
Align detected map differences to StructureByteStride on D3D11 buffers
2018-09-17 13:20:30 +01:00
baldurk
c9c51b5a3e
Don't update context parameters when MakeCurrent is called with NULL
2018-09-10 10:49:54 +01:00
baldurk
4dea565a61
Only check for D3D12 replay features when actually replaying
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* This means structured export can still happen even without any D3D12 support
at all.
2018-09-10 10:48:35 +01:00
baldurk
5a475211f5
Don't use QFileInfo to get directory part of remote path. Refs #1094
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* QFileInfo implicitly converts the path to the local OS's representation, and
we want to preserve the native path format.
2018-09-07 14:25:55 +01:00
baldurk
6bfb426ab1
Allow specifying {stdin} to specify that input is in stdin. Closes #709
2018-09-07 14:24:45 +01:00
baldurk
c091dfa685
return NULL for unhandled nvapi functions, to disable them. Closes #1100
2018-09-07 14:22:48 +01:00
baldurk
553a68de19
Add 'No to All' button when closing a capture connection. Closes #1101
2018-09-07 14:22:47 +01:00
baldurk
0a07902980
Store/create backbuffers on a per-context basis. Closes #1083
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* This means we can have different context backbuffers with different formats.
2018-09-06 17:54:53 +01:00
baldurk
8a927f847c
Make warning about process injection restrictions more clear
2018-09-06 13:45:57 +01:00
baldurk
296050e298
Add copy progress bar for copies over target control connections
2018-09-06 13:17:12 +01:00
baldurk
0fbb717803
Allow hitting enter with a selected filename to enter a directory
2018-09-06 12:32:30 +01:00
baldurk
cca4d364bf
Save last capture path per remote host. Closes #1094
2018-09-06 12:30:03 +01:00
baldurk
5145478d19
Remove unused config variable LastCaptureExe
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* In the .NET UI this was used to pre-fill the executable selection dialog, but
it's unnecessary and hasn't been missed.
2018-09-06 10:59:15 +01:00
baldurk
57cf95783d
Use a buffer for reading back swapchain at frame capture end on vulkan
2018-09-06 10:52:00 +01:00
baldurk
3b8a7ebf59
Completely remove layer registration code from android
2018-09-05 19:01:04 +01:00
baldurk
a4cf3e437d
Fix duplicate function definitions on android
2018-09-05 18:28:22 +01:00
baldurk
40938542ef
Fix incorrect windowing system enum value for Android
2018-09-05 17:38:00 +01:00
baldurk
c05f821235
Only copy previous push descriptor bindings that were valid
2018-09-05 16:41:08 +01:00
baldurk
b6e5fe7b35
Detect MoltenVK and disable use of MSAA arrays until it's supported
2018-09-05 15:35:59 +01:00
baldurk
b8c06436eb
Fix misleading error - GLX is not on all platforms
2018-09-05 15:09:55 +01:00
baldurk
8a9a07d8a5
Read stencil in red component on vulkan, don't use swizzles
2018-09-05 14:52:53 +01:00
baldurk
00c4294258
Specify depth component type for special depth-stencil packed formats
2018-09-05 14:52:29 +01:00
baldurk
291f4d7387
Ignore MoltenVK's huge value for maxBoundDescriptorSets
2018-09-05 13:10:31 +01:00
baldurk
345208e0d9
Avoid atomic ops on vector members
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* This doesn't translate well to metalsl and is in general not very useful - we
were only doing it to avoid packing issues which in some cases are moot
anyway. E.g. the histogram buffer doesn't have to be std140 and packed like an
array of vectors, it can be std430 and packed like an array of uints.
2018-09-05 12:51:00 +01:00
baldurk
bea1b87f59
Bump xcode build on travis to 9.4
2018-09-05 12:51:00 +01:00
baldurk
d20624b32f
Add fallback logic for locating MoltenVK & loader on macOS
2018-09-05 12:50:59 +01:00
baldurk
bec9c56300
Add basic non-complete GL hooking on apple
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* We implement this with dyld interposing. This means we must decide at compile
time which functions to be hooked - in particular we require a manually
curated list of functions that are actually exposed in the latest macOS GL
version. Fortunately this is not a moving target anymore so this list should
now be complete.
* The hooking is not complete:
- It doesn't do full context tracking, just context create and make current
- There's no drawable/window querying or tracking, so windows aren't properly processed and their size is wrong
* Also note that this does not support the replay side yet (CGLPlatform is still
mostly stubs) and capturing actually still crashes.
2018-09-05 12:50:59 +01:00
baldurk
00d2bf62ff
Enable Vulkan build on mac
2018-09-05 12:50:59 +01:00
baldurk
2b8062bc43
Add support for MoltenVK in vulkan back-end
2018-09-05 12:50:59 +01:00