Commit Graph
29 Commits
Author SHA1 Message Date
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00
baldurk 04866327cc Move Vec3i to common header 2025-12-01 17:25:56 +00:00
baldurk 1e0f960635 Don't allow implicit scalar to vector casts in Vec helpers
* With all default parameters in the constructor `Vec4f foo = 1.0f` would be
  legal by implicit constructor.
2025-09-19 14:13:01 +01:00
baldurk 2322e165de Update copyright years to 2025 2025-03-14 18:54:37 +00:00
baldurk c7c9d79ceb Add indirect patching of shader records for indirect ray dispatch
* We use a worst-case estimate of how much scratch buffer space will be needed
  as there's no way to know beforehand on the CPU.
2024-06-13 13:33:06 +01:00
baldurk cfc5204a69 Don't require dxc for compiling RT patching shaders
* We do some manual uint64 emulation with uint2 which compiles on fxc, re-used
  from the execute indirect patching.
2024-04-30 18:28:33 +01:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
baldurk 9603f5a925 Pre-compile shaders for math and sampling opcodes during shader debug
* D3D12 math shader was already precompiled, but on D3D11 we now allocate
  everything up front and on D3D12 we also up-front compile sampling.
* The only exception is const offsets which can't be variable, so we cache these
  (likely we'll only see a few variants per shader/capture) and create them on
  demand.
2022-06-30 13:51:27 +01:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk 81fbf4bcc9 Fix some dodgy memcpy calls 2020-08-20 16:11:05 +01:00
baldurk 1690d30621 Fix handling of w in Vec4 operators 2020-04-07 18:34:15 +01:00
baldurk fc2181d625 Fetch and apply pixel inputs and derivatives to quad 2020-04-03 17:17:46 +01:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk c4ca8cb1d1 Reduce reliance on big public headers where possible
* Mostly moving includes from common headers to cpp where possible, and removing
  includes of the whole thing where only enums or rdcstr etc are needed.
2019-12-16 17:06:16 +00:00
baldurk ff08748238 Ensure all files have trailing new-lines and enforce with clang warning 2019-12-02 20:28:05 +00:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk 62ba684567 Move Vec4u to a global struct next to Vec4f 2018-12-13 23:43:07 +00:00
baldurk 57caf01394 Refactor heatmap for quad overdraw/triangle size to be applied late
* Instead of baking these into the overlay texture and trying to decode them
  afterwards, we instead write a grayscale 16F value into the overlay texture,
  and add a special decode display mode that will use the heatmap and bucketing
  provided.
* This means that saving these overlay textures now saves grayscale. When saving
  to an 8-bit format, we remap to 0-255 so that greater than 1.0 values are
  mapped lower.
2018-11-01 12:23:12 +00:00
baldurk e305029ddd Update copyright years to 2018 2018-01-01 17:55:29 +00:00
baldurk 00e06d8ff1 Make display rendering colours theme-aware.
* In particular this removes hard-coded checkerboard colours that don't
  look right on dark themes.
2017-08-28 18:50:17 +01:00
baldurk 030cbfde9a Batch update copyright years everywhere 2017-01-06 12:13:31 +00:00
baldurk 5f28b745a2 Format code according to newly added clang-format
_  /)
                 mo / )
                 |/)\)
                  /\_
                  \__|=
                 (    )
                 __)(__
           _____/      \\_____
          |  _     ___   _   ||
          | | \     |   | \  ||
          | |  |    |   |  | ||
          | |_/     |   |_/  ||
          | | \     |   |    ||
          | |  \    |   |    ||
          | |   \. _|_. | .  ||
          |                  ||
          |repository history||
          |                  ||
  *       | *   **    * **   |**      **
   \))ejm97/.,(//,,..,,\||(,,.,\\,.((//
2016-05-22 19:41:53 +02:00
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk 6cd1f70bb6 Fix several warnings for compiling on VS2015
* Note at the time of committing there are still some warnings in MS
  headers that you might need to suppress in a couple of files.
* 3rd party code just has the warnings suppressed for ease of merging.
* The majority of warning fixes were for local variables shadowing
  other locals, function parameters, or members. In most cases they
  weren't a problem, but in some cases it was potentially dangerous!
2015-03-13 10:16:19 +00:00
baldurk 4a3217fdcc Be cheeky and pack extra overdraw levels into slight colour changes
* Since we decode the visual colours into an integer by looking them up
  in the overdraw ramp rather than re-running to get an integer return,
  we make some invisibly subtly different colours above the highest
  overdraw colour, and use these to tell overdraw levels above 20.
2015-02-12 17:02:46 +00:00
baldurk 55e0178ec9 Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
  colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
  the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00