Commit Graph
20 Commits
Author SHA1 Message Date
baldurk 02aa3e7912 Implement min/max calculation for OpenGL
* Same implementation as D3D11 essentially
* Split out the texture sampling from texdisplay.frag into its own file so
  it can be reused. Also removed the discard;s from the texture sample
  functions and moved them up into the texture display function.
2014-11-02 20:26:09 +00:00
baldurk a429bf3ab9 OpenGL in-app text overlay 2014-11-01 17:14:23 +00:00
valeriog baa530eb5f Add visualization of most missing OpenGL texture types (cube maps, texture arrays, stencil, 1D/3D textures, integer textures), take selected mip level into account and point sampling when required. 2014-10-31 19:47:42 +01:00
baldurk e8508be085 Re-do text rendering to use stb_truetype so it's portable to linux 2014-10-30 22:47:21 +00:00
baldurk 81e812b5f3 Add image viewer so that an image can be loaded as a faux-log
* This adds the ability to drag in/open up a dds or jpg file and get all
  the usual texture viewing and manipulation options.
2014-09-25 16:27:17 +01:00
baldurk 8d685de609 Reorganise 3rdparty, include breakpad with sln, drop mhook. Closes #84 2014-09-24 20:24:35 +01:00
baldurk 9f62428f7f Move DDS writing code out from d3d11 driver 2014-09-16 01:18:00 +01:00
baldurk eee0740874 Remove old file no longer in project 2014-09-15 07:49:28 +01:00
baldurk 6fbb247efd Re-organise external-facing headers to be more easily used
* renderdoc/api/replay/ contains all the headers for using the replay and
  analysis side of renderdoc (like in a UI or auto-testing tool)
* renderdoc/api/app/ contains the headers if you wanted to write a
  renderdoc-aware application.
2014-09-13 12:52:25 +01:00
baldurk 9e90eda3b5 Locate breakpad libraries via $(PlatformToolset)
* This means people building on VS2013 don't need to rebuild breakpad
  locally to link successfully.
* Committed binaries built on VS2012 Update 4 and VS Express 2013 for
  Desktop, which will hopefully work for everyone.
2014-09-11 18:59:32 +01:00
baldurk 3e45d2775b Factor version number out in C++ code
* Fewer places to update with the version number.
* Linux can now use this natively rather than passing via Makefile var
2014-09-09 23:39:59 +01:00
baldurk f443a40b06 Move stb_impl to a C file so I can test that changes compile 2014-09-09 01:07:18 +01:00
baldurk c1f92dd3d5 Add stb_image.h and stb_image_write.h from http://nothings.org 2014-09-08 19:31:07 +01:00
baldurk 8158af7a9f Attempt to make separable shader prog, add input/output fetching
* Also moved shader reflection code into separate file
2014-08-12 17:01:18 +01:00
Baldur Karlsson 12a30a7b97 Add IAT based hooking to allow hooking 64bit opengl32.dll
* Needs vigorous testing in as many situations as I can think of, not least
  32bit, 64bit, D3D11, D3D9, OpenGL, managed apps, different windows SDKs,
  delay loading dlls (not sure if these will work), statically linked libs,
  LoadLibrary + GetProcAddress
* Credit goes to jslutter for originally bringing it to my attention &
  suggesting it.
* References:
  http://msdn.microsoft.com/en-us/magazine/bb985992.aspx
  http://msdn.microsoft.com/en-us/magazine/cc301808.aspx
  http://www.codeproject.com/Articles/6265/Process-wide-API-spying-an-ultimate-hack
2014-08-06 15:43:16 +01:00
baldurk 2d299961e1 Properly quote parameters of xcopy to handle spaces in paths 2014-07-15 17:34:59 +01:00
Baldur Karlsson 9015b139c0 Add query and sync object handling.
* Sync objects need special handling because the identifier is an opaque
  pointer and so we can't use the existing GLResource stuff. Instead to
  handle this, we assign a GLuint ourselves and keep a mapping around
  to map GLuint<->GLsync. Everything else works as usual from the GLuint
2014-06-18 16:07:58 +01:00
Baldur Karlsson 72de770e22 Tidy up wrapped functions and reorganise into logical files
* Remove legacy wrapped functions that were only hacked-in to get
  glxgears working as a proof of concept.
* Split out groups of wrapped functions into separate files by type
2014-06-18 15:19:56 +01:00
baldurk 5d7f296deb Add GLRenderState class to track GL state vector
* Use it to serialise in/out initial state at the start of each captured
  frame.
* Serialise active texture and buffer bindings (indexed and non-indexed).
2014-05-31 00:04:21 +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