baldurk
3bc45331af
Fix VS2017 warning
2019-12-16 19:40:31 +00:00
baldurk
8a05f4f26e
Further apple fixes
2019-12-16 19:36:17 +00:00
baldurk
b52e3746f9
Fix apple compilation
2019-12-16 18:49:54 +00:00
baldurk
d5ec212645
Change tautological compare warning flags
2019-12-16 18:36:37 +00:00
baldurk
4481f6f3a9
Add note to CONTRIBUTING guidelines about avoiding STL use
2019-12-16 18:10:32 +00:00
baldurk
05a70164f6
Remove use of legacy StringFormat::snprintf variants
2019-12-16 18:10:32 +00:00
baldurk
0e3b1f4129
Add tautological compare warnings to clang builds
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* This should help catch any accidental use of size_t with rdcstr find functions
2019-12-16 18:10:32 +00:00
baldurk
14d01ff995
Remove support for serialising STL types, remove STL interop
2019-12-16 18:10:32 +00:00
baldurk
dc72949d02
Remove std::vector/std::string use from D3D8/9 drivers and DXGI
2019-12-16 18:10:32 +00:00
baldurk
37a255c8a4
Remove std::vector/std::string use from D3D12 driver
2019-12-16 18:10:32 +00:00
baldurk
b850abdfa0
Remove std::vector/std::string use from D3D11 driver
2019-12-16 18:10:32 +00:00
baldurk
667f1cf8d1
Remove std::vector/std::string use from Vulkan driver
2019-12-16 18:10:31 +00:00
baldurk
e76ade3c51
Remove std::vector/std::string use from GL driver
2019-12-16 18:10:31 +00:00
baldurk
1772222d66
Remove std::string/std::vector from shader projects
2019-12-16 18:10:31 +00:00
baldurk
bd9f4fc389
Remove use of vector/string from core project
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* This also affects the drivers via interfaces e.g. IReplayDriver and some
utility functions.
2019-12-16 18:10:31 +00:00
baldurk
c4ca8cb1d1
Reduce reliance on big public headers where possible
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* 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
f68645bddc
Reduce dependencies pulled in by common.h
2019-12-16 17:06:16 +00:00
baldurk
5f72b9d53c
Remove std::string/std::vector use from os-specific layer
2019-12-16 17:06:15 +00:00
baldurk
25536836b6
Split up renderdoc_replay.h header further
2019-12-16 17:06:15 +00:00
baldurk
5f33403849
Switch string_utils to use rdc types
2019-12-16 17:06:15 +00:00
baldurk
ec7a852582
Refactor and improve rdcarray/rdcstr interface
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* We are going to replace all std::string/std::vector use with these.
2019-12-16 17:06:15 +00:00
baldurk
8e21b28785
Split basic_types.h into separate independent headers
2019-12-16 17:05:11 +00:00
baldurk
61660ad37a
Add missing HLSL filter
2019-12-16 17:04:54 +00:00
baldurk
2bce39a279
Fix memory leak importing zip.xml files
2019-12-16 17:04:54 +00:00
baldurk
d18230a09f
Add conversion from List/Map QVariants into structured data
2019-12-16 17:04:54 +00:00
Steve Karolewics
2f9e620909
Implement sample/gather for D3D12 shader debugging.
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This creates a VS/PS pair to sample the requested texture. It uses the
slots that are already set, so the existing root signature can be used.
2019-12-16 17:04:36 +00:00
Benson Joeris
c51dc2a802
Give ScopedSpinLock move semantics
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Change-Id: Ica36b07ee5389953afccf78d9f4db882c73ead3b
2019-12-16 17:04:27 +00:00
Benson Joeris
8e2d2f8884
Add tests for BitFlagIterater bit constructor
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Change-Id: Ibea851a8a14dfe4c29b0faf72beb777ec91bd3a6
2019-12-16 17:04:14 +00:00
Benson Joeris
b8fbdf399b
Fix overlap check in rdcarray::insert
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This fixes an infinite when attempting to call `insert(0, NULL, 0)`
on an empty `rdcarray`.
The new behaviour also triggers a copy when the inserted interval
overlaps the `rdcarray`'s *allocated* memory (rather than just the
currently used prefixed).
Change-Id: I075827d50a24d0560ca391224820334e467a41f5
2019-12-16 17:04:05 +00:00
Benson Joeris
722d24a96e
BitFlagIterator: add constructor to start from a specified bit
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Change-Id: I7fbd6d10167cf970f3cf99224d43e3b9db7cbedf
2019-12-13 22:55:43 +00:00
Benson Joeris
b5f40e68e8
Protect against overflow in MemRefs
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Change-Id: I70d4143bd5bcdefe4f5f0a610aec6ff0321112f5
2019-12-13 22:52:58 +00:00
Benson Joeris
4ea32eac43
Improve handling of VK_REMAINING_* in ViewRange
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Change-Id: I22ce05e67b637a4edf3418f83e829a5e25510eb0
2019-12-13 22:51:00 +00:00
baldurk
c82d0f58b9
Rename WASD to Flycam in mesh viewer controls
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* This should now work regardless of keyboard layout, e.g. on AZERTY the same
physical keys will still work. We also add arrow keys as a backup
2019-12-13 16:37:14 +00:00
baldurk
24e4f4179f
Fix projection guessing controls sometimes being enabled when unused
2019-12-13 16:36:44 +00:00
baldurk
222816c537
Fix check for DDS flags not to be equality
2019-12-13 12:27:40 +00:00
baldurk
68b01444df
GL doesn't support 3D depth/stencil textures
2019-12-13 12:05:40 +00:00
baldurk
0f26e3cb6e
Allow images to be unsupported
2019-12-13 11:46:28 +00:00
baldurk
a5704344b6
Always remap depth textures to RGBA32F if needed
2019-12-13 11:46:10 +00:00
baldurk
66cd12f113
Don't specify BIND_DEPTH_STENCIL on 3D textures
2019-12-13 11:45:59 +00:00
baldurk
6ffd725a13
Don't try to create proxy textures that aren't supported by the proxy
2019-12-13 11:45:44 +00:00
baldurk
810be9ae8e
Handle depth/stencil 3D textures exhausting UBO ring twice as fast
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* We do two renders per slice - for depth and stencil, make sure to account for
that.
2019-12-13 11:10:28 +00:00
baldurk
08ccab2a7f
Prefer VK_LAYER_KHRONOS_validation for debugging if available
2019-12-13 11:09:57 +00:00
baldurk
ed53548731
Check for optional vertex buffer format support in vulkan vertex zoo
2019-12-13 11:07:32 +00:00
baldurk
5ae489b18b
Add trailing newline
2019-12-12 19:34:04 +00:00
baldurk
6bbf4cb209
Allow fallback to glslangValidator in tests for compiling SPIR-V
2019-12-12 17:58:52 +00:00
baldurk
848b58826d
Ensure we ignore unused parameters in DescriptorUpdateTemplateCreateInfo
2019-12-12 17:58:52 +00:00
baldurk
0773f13949
Ensure re-used handles in descriptor sets don't cause problems
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* Previously if a handle was reused, and then a stale descriptor referencing the
old handle was removed it would remove the *new* object from the list of
referenced resources. This could cause a resource to be not included in a
capture if nothing else added a new reference.
2019-12-12 17:58:52 +00:00
baldurk
6581251ec0
Fix SPIR-V processing of vector constants
2019-12-12 17:58:51 +00:00
baldurk
39793cf850
Renderpass barriers apply to whole 3D texture even when using one slice
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* When the renderpass has an initialLayout = UNDEFINED, that applies to the
whole resource on 3D textures even if we're only rendering to a slice at a
time
2019-12-12 17:58:51 +00:00
baldurk
f8ff6b4f6c
Fix parameters for rendering 3D depth images in texture zoos
2019-12-12 17:58:51 +00:00