Commit Graph
6939 Commits
Author SHA1 Message Date
Steve KarolewicsandBaldur 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
* 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
* 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 SimiklitandBaldur Karlsson 6ba58f153d Fix a handling of dlsym(RTLD_NEXT) without loading libGL. Closes #1463
* 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 TambreandBaldur Karlsson 45fbb7b06d Include <map> when building Wayland support
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
* 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
* 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
* Causes errors on D3DCompile versions that don't support it.
2020-01-07 17:28:17 +00:00
Steve KarolewicsandBaldur Karlsson bbd2a4ecb0 Implement D3D12Replay::DebugThread
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 KarolewicsandBaldur 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 KolesnikovandBaldur Karlsson e46837b332 Update Vulkan environment variable on Linux
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
* 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
* 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
* 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
* 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
* Minor formatting changes mostly
2019-12-18 19:09:17 +00:00
Steve KarolewicsandBaldur 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
* 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
* 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