Commit Graph

4118 Commits

Author SHA1 Message Date
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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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.
* 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
* 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