Steve Karolewics and Baldur Karlsson
38117e08e4
Ensure resources viewed as sRGB with D3D12 display as sRGB
2020-01-09 17:56:54 +00:00
baldurk
c280a463f3
Fix scoping on some conditional serialises
...
* The SERIALISE_ELEMENT macro because of deserialisation cannot be single-
statement-safe.
2020-01-08 19:10:52 +00:00
baldurk
0fe3a1122e
Add missing return value on assignment operator
2020-01-08 19:10:52 +00:00
baldurk
8235ac7e6f
Only enable RGP capturing when AMD GPU is in use
2020-01-08 19:10:52 +00:00
baldurk
b3d9a4a41b
Don't consider stderr output from keytool to indicate a failure
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* Some warnings come out over stderr, instead check the keystore to make sure it
contains the key we generated.
2020-01-08 19:10:52 +00:00
baldurk
365d2e9075
Detect when a zero-sized buffer is bound and skip GL draws
2020-01-08 19:10:51 +00:00
baldurk
0798a9cb1d
Only real SetMarker calls should be flagged as SetMarker
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* If we treat 'virtual' events like command buffer begin and end as SetMarker
type markers, the event selection will replay more than we want it to.
2020-01-08 19:10:51 +00:00
Andrii Simiklit and Baldur Karlsson
6ba58f153d
Fix a handling of dlsym(RTLD_NEXT) without loading libGL. Closes #1463
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* The original fix leads to infinite recursion in GLX, EGL hooks.
Due to `dlopen` function override in `librenderdoc.so` library the
`Process::LoadModule` function always returns a handle of
`librenderdoc.so` instead of requested library. So instead of
`real function` we receive an address of the `hook` that leads
to the infinite recursion in this `hook`.
Fixes: 6d40bbb ('Add experimental wayland support. Refs #853 ')
Tested-by: Andrii Simiklit <andrii.simiklit@globallogic.com >
2020-01-08 19:10:37 +00:00
Raul Tambre and Baldur Karlsson
45fbb7b06d
Include <map> when building Wayland support
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Fixes #1666
2020-01-08 13:00:22 +00:00
baldurk
6dde0ba652
Delete temp RGP capture before triggering capture
2020-01-07 17:59:04 +00:00
baldurk
29a650d859
Don't delete the 0 VAO or FBO, even if the application asks nicely
2020-01-07 17:28:17 +00:00
baldurk
319455194b
If android debug key generation fails, bail out of patching
2020-01-07 17:28:17 +00:00
baldurk
b082bbe78f
Use offsets rather than pointers when patching android manifest
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* Fixes a crash when using bytebuf now would cause resizes
2020-01-07 17:28:17 +00:00
baldurk
37f762a08f
Use renderdoc-specific name for keystore alias on android
2020-01-07 17:28:17 +00:00
baldurk
9950d8dbf3
Fix compilation of disabled custom APK location codepath
2020-01-07 17:28:17 +00:00
baldurk
46a70a6c5f
Multisampling increases the bytesize of textures
2020-01-07 17:28:17 +00:00
baldurk
a8d26fb018
Ensure that ExecuteIndirect forced buffer references are in-frame
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* If we add the references after transitioning back to background capturing,
they will be ignored.
2020-01-07 17:28:17 +00:00
baldurk
353b8d8d27
Remove unnecessary D3DCOMPILE_DEBUG_NAME_FOR_SOURCE flag
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* Causes errors on D3DCompile versions that don't support it.
2020-01-07 17:28:17 +00:00
Steve Karolewics and Baldur Karlsson
bbd2a4ecb0
Implement D3D12Replay::DebugThread
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Also added logic for initiating debugging in the D3D12 pipeline state
viewer. Both locations are guarded by defines for now.
2020-01-07 17:28:01 +00:00
baldurk
af1f98039b
Fix implementation of WriteAll for rdcarray types
2020-01-06 19:15:28 +00:00
baldurk
7771c4bf1c
Add compile fixes for VS2019
2020-01-06 16:25:34 +00:00
baldurk
2916c0f9f7
Update copyright years to 2020
2020-01-06 16:20:45 +00:00
baldurk
d06d05ed59
Fix typo using wrong RGP marker for ending capture region
2020-01-06 16:20:44 +00:00
baldurk
ba3b4dda36
Resources under VkWin32KeyedMutexAcquireReleaseInfoNV are optional
2020-01-06 16:20:44 +00:00
baldurk
77b6b627da
Compressed GL texture formats are always implicitly filterable
...
* So never fail texture completeness because of that rule.
2020-01-06 16:20:43 +00:00
baldurk
763dbb5f13
Don't check width > 1 for image viewer to choose between 1D and 2D
2019-12-20 13:45:29 +00:00
baldurk
a0023d84cd
Fix use-after-free with dangling reference while splitting subresources
2019-12-19 21:50:13 +00:00
baldurk
27098f8f70
Give our threads debugger-friendly names
2019-12-19 21:50:13 +00:00
Steve Karolewics and Baldur Karlsson
36906d9edf
Try to clear the depth buffer for the ClearBeforePass/Draw overlays
...
This functionality can be very valuable when debugging shadow map
rendering, for example. Because the correct value to clear to might not
be known, the depth function is checked to see what to clear to. If the
depth function is equal, not equal, or always, depth is not cleared, to
avoid producing incorrect (and not useful) results.
2019-12-19 21:50:01 +00:00
Yevhenii Kolesnikov and Baldur Karlsson
e46837b332
Update Vulkan environment variable on Linux
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Update variable for enabling Vulkan Renderdoc capture on Linux.
Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com >
2019-12-19 15:30:44 +00:00
baldurk
3dcdeb55b9
Don't force register mapping component to 0 for built-ins. Closes #1646
2019-12-19 08:56:25 +00:00
baldurk
fe405462bf
Fix backbuffer readbacks on headless mesh outputs on Vulkan
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* We were trying to readback from an MSAA texture - not allowed. Need to resolve
first.
2019-12-18 21:26:56 +00:00
baldurk
e38c000da9
Fix D3D11 replay wrongly complaining about processed chunks
2019-12-18 21:26:13 +00:00
baldurk
7f6308b065
When creating initial states for MSAA textures, don't copy to array
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* On serialise we get an MSAA texture ready for apply, so we can skip this step.
2019-12-18 19:09:18 +00:00
baldurk
8bbc418f49
Ignore serialised glUniformBlockBinding calls for unknown programs
2019-12-18 19:09:18 +00:00
baldurk
e9bb5a8219
Initialise color when doing manual resolve on GL
2019-12-18 19:09:18 +00:00
baldurk
7ff0796b89
Check for incomplete textures on OpenGL. closes #214
2019-12-18 19:09:18 +00:00
baldurk
281a82148f
Don't query for built-in gl_* binding locations
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* We already avoid replaying and setting these, but we shouldn't query them
either.
2019-12-18 19:09:18 +00:00
baldurk
2fa73e32fe
Fix false-positive error when shutting down outputs
2019-12-18 19:09:18 +00:00
baldurk
d2ac81da28
Don't linear sample integer textures in GL texture rendering
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* This makes the texture incomplete.
2019-12-18 19:09:18 +00:00
baldurk
a8301168fc
Fix broken D3D12 capture loading
2019-12-18 19:09:18 +00:00
baldurk
2f076e69ff
Ensure mesh control structs have sensible defaults
2019-12-18 19:09:17 +00:00
baldurk
d49ab4d307
Update vulkan platform headers to latest
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* Minor formatting changes mostly
2019-12-18 19:09:17 +00:00
Steve Karolewics and Baldur Karlsson
99b578e5a3
Implement func to compute math intrinsics for D3D12 shader debugging
2019-12-18 10:42:22 +00:00
baldurk
2c80a7206b
Enable 'enum value not handled' warning on MSVC, fix issues
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* Mostly we add an explicit default: break but in some cases we add explicit
cases and/or error messages.
2019-12-17 18:02:10 +00:00
baldurk
6f58c680c7
Ensure chunks are explicitly handled so we get a warning if we miss one
2019-12-17 18:02:10 +00:00
baldurk
82b2c578f5
Add missing cases for replaying timeline semaphore chunks
2019-12-17 18:01:38 +00:00
baldurk
93b0d65726
Override new/delete for structured data objects to go through our allocs
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* Otherwise if structured data cross a module boundary the (de)allocation could
fail.
* We also ban new/delete for structs that don't need it
2019-12-17 14:51:11 +00:00
baldurk
36d9dc34bc
Fix text rendering overlapping split lines on top of each other
2019-12-17 14:51:11 +00:00
baldurk
4b1bef5046
Fix backwards check on contains()
2019-12-17 14:51:11 +00:00