baldurk
24c28ec73b
Move valgrind suppression file into scripts folder
2016-09-27 13:17:07 +02:00
baldurk
82265469f7
Add android.toolchain.cmake from github taka-no-me/android-cmake
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* This comes from commit 556cc14296c226f753a3778d99d8b60778b7df4f
2016-09-27 13:16:32 +02:00
baldurk
7d6cc098f0
Move distribution scripts into scripts/ subfolder
2016-09-27 13:15:04 +02:00
baldurk
134f75bd27
Remove root Makefile that wraps cmake
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* linux compilation must now happen with cmake, which can be done in a
couple of one-liners.
2016-09-27 13:10:24 +02:00
baldurk
cd06d4e840
Move compilation instructions into CONTRIBUTING.md
2016-09-27 13:09:51 +02:00
baldurk
d39d2ed9dd
Roll calc_hash.sh into hash_version.sh (the only place that it's used)
2016-09-27 12:55:08 +02:00
baldurk
0729f5dc06
Compile fix for android and apple
2016-09-27 12:52:14 +02:00
baldurk
563fb2dd72
Improve the 'inject into process' UI a bit
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* I'd still recommend against using this whenever possible, but there
are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
window title.
2016-09-26 19:09:46 +02:00
baldurk
a571aef6d4
Add a reference to the newly added D3D9 project
2016-09-26 17:46:21 +02:00
baldurk
aeb0f3a005
For libraries opened with RTLD_DEEPBIND, use plthook to hook dlopen
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* Split out the hook functions into linux and apple/android (which are
currently unimplemented).
2016-09-26 17:33:51 +02:00
baldurk
e991c12931
Add plthook for hooking libraries on linux even through DEEPBIND
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* Based on a fork with slight added extra functionality at
https://github.com/baldurk/plthook
2016-09-26 17:33:50 +02:00
baldurk
76cf599d31
Don't include official header first - it breaks on something with VS2015
2016-09-25 14:40:09 +02:00
baldurk
02e29bbbf6
Move D3D9 hooks to a separate new project, commit official DX9 headers
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* Headers come from the 10.0.14393.0 windows SDK
2016-09-25 14:05:53 +02:00
baldurk
c6b31ef477
Follow-up fixes to avoid warnings on x64
2016-09-23 21:36:21 +02:00
baldurk
e22e813049
32-bit compile fixes with 64-bit buffer lengths and offsets
2016-09-23 16:33:44 +02:00
baldurk
a88e0067b4
Add hacks to skip non-2D textures, or depth textures, and display MSAA
2016-09-23 16:00:12 +02:00
baldurk
f0c6786ade
No need for Serialise_CreateCommandList anymore
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* This removes use of D3DLock which is a super-temporary ugly hack to
avoid a deadlock in some cases
2016-09-23 15:59:48 +02:00
baldurk
6bb6d7da57
Use the right number to resize array, handling SingleRT mode
2016-09-23 15:58:34 +02:00
baldurk
d104a887f1
Fix calls that were unwrapping an unwrapped list
2016-09-23 15:18:33 +02:00
baldurk
e06c08d6bf
Temporarily add a hack to skip serialising multisampled init states
2016-09-23 15:08:00 +02:00
baldurk
43a2568f24
Double check whether invoke is required for SetVariables()
2016-09-23 14:08:43 +02:00
baldurk
dbe82f31e6
Bring across FillCBufferVariables from D3D11
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* These implementations are identical and really only depend on DXBC -
they should be shared.
2016-09-23 14:08:26 +02:00
baldurk
aa7b5558af
Allow GetBufferData from readback and upload heap buffers
2016-09-23 14:05:27 +02:00
baldurk
d0fe1fb56f
Implement GetBufferData() for D3D12
2016-09-23 13:28:54 +02:00
baldurk
e12ebb67a3
Make IDX mesh view column a little wider to account for large indices
2016-09-23 13:28:34 +02:00
baldurk
004a3a1cc1
Make sure to apply barriers while executing - wrong state check
2016-09-23 13:14:05 +02:00
baldurk
131d3cedd2
Don't warn, silently drop unknown/undefined signature elements
2016-09-23 13:13:50 +02:00
baldurk
62a9052cdc
Mute some more debug messages that are more trouble than they're worth
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* The descriptor ones show up regularly in MS's MiniEngine sample
project, so it hides possible real problems.
2016-09-23 13:04:33 +02:00
baldurk
ed6b1a738c
Don't set a 0 structure byte size for element size (unstructured buffer)
2016-09-23 13:03:56 +02:00
baldurk
3d9a32d4e0
Autosize the compute shader row, to account for the debug bit wrapping
2016-09-23 13:03:45 +02:00
baldurk
24bc741d8c
Root constants are always 'filled'
2016-09-23 12:09:20 +02:00
baldurk
05eb9d7efd
Create pipeline state from blank slate, not over the top of previous
2016-09-23 12:07:30 +02:00
baldurk
a1ff033d82
Although it overlaps, use the right union's members to lookup
2016-09-23 12:07:16 +02:00
baldurk
6810ec8e50
Fix wrong indexing building reflection data
2016-09-23 12:06:58 +02:00
baldurk
06e6677616
Divide up register spaces by shader stage (namespacing same as DX11)
2016-09-23 11:41:16 +02:00
baldurk
6fdc883388
Make sure to add a note if a resource is not visible
2016-09-22 17:52:25 +02:00
baldurk
f883ea0648
Apply descriptor offset from table binding
2016-09-22 17:51:40 +02:00
baldurk
acb5e5ecd8
Fix crash due to unallocated compute descriptor
2016-09-22 17:09:25 +02:00
baldurk
5951ed723b
Pass resource state data per-resource through for D3D12
2016-09-22 17:05:28 +02:00
baldurk
db3181e7bb
Implement D3D12 pipeline state, with shader resources
2016-09-22 16:55:41 +02:00
baldurk
fa6bac0c49
Fill out all the CommonPipelineState functions for D3D12
2016-09-22 15:22:13 +02:00
baldurk
b9b419c86a
Process root signature elements into pipeline state
2016-09-22 12:05:47 +02:00
baldurk
2e8b758fef
Don't create a full empty array of viewports/scissors, just those set
2016-09-22 12:05:47 +02:00
baldurk
e0c183c2df
Compress string representations of a few common enums for display
2016-09-22 12:05:47 +02:00
baldurk
0f660e3ec2
Create and fill out D3D12 pipeline state, without shader resources.
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* We make shaders into fake resources with IDs, so they can be
identified individually (for replacement, fetching reflection data,
and things like that). This is a little but ugly but worth it for the
simplicity it will provide everywhere else.
2016-09-22 12:05:47 +02:00
baldurk
d40b87aed0
Rejig how root signature data is organised in pipeline state
2016-09-22 12:05:47 +02:00
baldurk
dbb0e4702e
Create DXBC reflection data for shaders in pipelines
2016-09-22 12:05:47 +02:00
baldurk
8b1a26287d
Update D3D12 pipeline state to roughly match D3D12 state
2016-09-22 12:05:47 +02:00
baldurk
af9017af0a
Add D3D12 pipeline state (state and viewer duplicated from D3D11)
2016-09-22 12:05:47 +02:00
baldurk
946194ea20
Fix wrong output formatting when RenderTexture downcasts to RGBA8
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* We were using the F32 pipeline (wrong! output is RGBA8) and setting
rawoutput (which would ignore things like black/white point).
2016-09-22 11:34:06 +02:00