Peter Gal
2ae9e8a4bc
[EGL] Move GLWindowingData creation into it's own method
...
The GLWindowingData creation was done at three places
with almost no difference.
2017-11-17 17:30:16 +01:00
Peter Gal
ca95a9c3ab
[EGL] Move symbol loading into one file
...
The EGL function pointer loading was scattered
in two files thus it is hard to keep track where
the symbols were loaded.
Introduced a class which holds all internally used
EGL function pointers with a helper method to
load the required pointers. Not all EGL pointers
are loaded just the used ones (just like before).
2017-11-17 17:30:16 +01:00
Peter Gal
9c84b7f716
[GL/GLES] Fix incorrect chunk type serialization
...
In some cases a few GL wrapper methods are called
with incorrect gl_CurChunk during serialization.
This can happen if the capturing application calls
a GL method - for which the gl_CurChunk will be set correctly -
and the wrapped method calls another wrapped GL method
but for that the gl_CurChunk will be incorrect.
Also during the ActivateContext call the gl_CurChunk
was not set.
For now do a hotfix for glDrawArrays and initial context.
2017-11-17 17:30:05 +01:00
baldurk
004514e556
Give a little more room to pixel history when displaying it
2017-11-10 18:36:11 +00:00
baldurk
9958b47007
Update toolwindowmanager to b822d2e0d92063a9ceba112b7d4b89716da5da88
2017-11-10 18:36:10 +00:00
baldurk
2f02f2159e
Fix some margins/spacings to be more consistent across the UI
2017-11-10 18:36:10 +00:00
baldurk
0dfae4d1c5
Remove Ctrl+W for closing captures, easily confused with close tab
...
* Whether there's a sensible way to define a tab closing shortcut is
unclear at the moment - there isn't a single set of tabs, so just
closing the most recently highlighted panel could be quite
unintuitive.
2017-11-10 18:36:09 +00:00
baldurk
82e1218b62
Defer loading .rdc from drag & drop, to unblock the calling application
2017-11-10 18:36:08 +00:00
baldurk
136909eaad
Raise capture dialog when an .exe is dropped on the window
2017-11-10 18:36:08 +00:00
baldurk
9cbff34d95
By default don't have any pixel selected in texture viewer
2017-11-10 18:36:07 +00:00
baldurk
e3b0d8acc0
Ensure too-long popup menus have scroll buttons
2017-11-10 18:36:07 +00:00
baldurk
d97f259fd5
Use case-insensitive comparison for process injection filter
2017-11-10 18:36:06 +00:00
baldurk
805f01244c
Remove size policy causing problems on buffer view's format specifier
2017-11-10 18:36:06 +00:00
baldurk
8133188a4c
Make mesh viewer more robust if no ibuffer is bound on indexed draw
2017-11-10 18:36:05 +00:00
baldurk
988121ee65
Display generic mesh input attrs, and add ---s for out of bounds access
2017-11-10 18:36:04 +00:00
baldurk
e8140e0459
Fix serialisation of GL generic vertex attrib functions
2017-11-10 18:36:04 +00:00
baldurk
3c2a486d6a
Use application-level event filter for handling shortcut redirects
...
* If we just filter the main window, it won't properly pick up shortcuts
used in floating windows.
2017-11-10 18:36:03 +00:00
baldurk
335919a42c
Add a fast path when skipping bytes in a file-based I/O reader.
2017-11-10 18:36:03 +00:00
baldurk
de452da804
Update picked pixel values when changing overlays
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* This accounts for e.g. quad overdraw where the picked pixel value is
affected.
2017-11-10 13:21:19 +00:00
baldurk
cac4c7f100
Locate RDTableView even if it's a parent in slot functions
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* These slots are called on the item selection view, so the RDTableView
is actually the sender's parent.
2017-11-10 13:17:11 +00:00
baldurk
5c4f867bd9
Remove unnecessary copy in FillRegisterSpaces
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* This was previously used because rdcarray wasn't runtime resizeable.
2017-11-10 13:05:56 +00:00
baldurk
3504d2741a
Clear PostVS cache when a resource is replaced. Refs #729
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* For now, resource replacement implicitly means shader edits, but other
replacements could also affect the results of PostVS (e.g. buffer or
state changes). Trying to capture all this state in the cache key is
not very useful.
* The PostVS cache will be re-filled immediately after, as any
replacement does a force-refresh of the current event.
2017-11-10 13:01:40 +00:00
baldurk
954a11de89
Implement shutting down individual replay outputs
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* This means e.g. that if the mesh output view gets closed, we don't
keep it around internally and keep calling InitPostVSBuffers for it.
2017-11-10 12:22:13 +00:00
baldurk
241b8f4404
Clarify the draw range options (this inst vs. all inst vs. whole pass)
2017-11-10 12:10:02 +00:00
baldurk
5b8d0aeee0
Fix code for SINGLE_FLUSH_VALIDATE path
2017-11-09 18:09:49 +00:00
Peter Gal
9603e86215
Fix renderdoccmd help screen
...
The help information for the 'convert' command in the
renderdoccmd was incorrect.
2017-11-09 19:09:40 +01:00
Janos Pantos
ce4aee7bdd
Add workaround for reading back BGRA textures
2017-11-09 19:09:30 +01:00
baldurk
997248380e
While structured exporting frame/context chunks need to save buffers too
2017-11-09 15:12:22 +00:00
baldurk
ebe1318f72
When exporting struct buffers we must always allocate memory to readback
...
* If the external code has a NULL pointer and doesn't want to allocate
but we are exporting buffer data, we still need to read the data
somewhere so make a temporary allocation to read it into.
2017-11-09 15:12:06 +00:00
baldurk
13f4ac481e
Fix incorrect arguments to error printf
2017-11-09 15:11:20 +00:00
baldurk
92ec567e9e
Serialise vkMap offset before replaying MapMemory, so it includes offset
2017-11-09 15:11:04 +00:00
baldurk
35801dcd72
Don't try to fetch resource ID from already unwrapped image
2017-11-09 15:10:05 +00:00
baldurk
401705ec15
Mark barriers as containing optional resources
2017-11-09 15:09:51 +00:00
baldurk
c49bb6fc7a
Add simple in-line implementation of rdcarray::push_back
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* Coverity can't figure out that a pointer being push_back'd isn't
leaking, possibly due to the call to insert.
2017-11-09 12:41:17 +00:00
baldurk
2353421526
Add some hefty padding to reported image required size on AMD. Refs #795
...
* AMD reports image required sizes with some variation even for the same
creation parameters. This can mean the same image is reported with
less required size during capture compared to replay, meaning memory
binds won't work.
* To get around this, we pad up the requirements to alignment * 4 and
fudge to try and encompass any possible variation.
2017-11-09 12:03:31 +00:00
baldurk
e9c4de1dd5
Suppress error for eGL_UNSIGNED_BYTE and eGL_BGRA
2017-11-08 18:24:49 +00:00
baldurk
7fa3ec51c9
Fix emulation of glMapNamedBuffer - pass correct map access bits
2017-11-08 18:24:48 +00:00
baldurk
6f500afe6d
Re-enable D3D12 driver. (See commit msg if bisecting)
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* This marks the end of "Temporarily remove driver support" which
disabled drivers until they could be updated to the new serialisation.
2017-11-08 18:24:47 +00:00
baldurk
3aa8398ec2
Update D3D12 command list wrapping code to new serialisation
2017-11-08 18:24:47 +00:00
baldurk
5452940739
Update D3D12 command queue wrapping code to new serialisation
2017-11-08 18:24:46 +00:00
baldurk
5e4a919bc9
Update D3D12 device wrapping code to new serialisation
2017-11-08 18:24:45 +00:00
baldurk
40fd82a42a
Update D3D12 initial state handling to new serialisation
2017-11-08 18:24:45 +00:00
baldurk
5dd6a819d4
Update non-wrapping code for D3D12 command queues and lists
2017-11-08 18:24:44 +00:00
baldurk
6fcfdf3a1b
Update D3D12 device non-wrapping code to new serialisation scheme
2017-11-08 18:24:43 +00:00
baldurk
dcd22abd13
Update D3D12Replay and initialisation to new code & RDCFile based system
2017-11-08 18:24:43 +00:00
baldurk
c2a8e19d07
Split D3D12 struct serialisers separately&serialise interfaces directly
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* Interface objects are serialised by type as their ResourceId - see the
D3D11 code that does the same thing for more explanation.
2017-11-08 18:24:42 +00:00
baldurk
b7cc721db3
Update D3D12 chunk enum to enum class
2017-11-08 18:24:41 +00:00
baldurk
66d8aba60f
Re-enable GL driver
2017-11-08 18:24:41 +00:00
baldurk
006ab01696
Update GL program uniform functions to new serialisation
2017-11-08 18:24:40 +00:00
baldurk
f33b04ee7f
Update GL texture functions to new serialisation
2017-11-08 18:24:39 +00:00