Commit Graph

325 Commits

Author SHA1 Message Date
baldurk 5452e8da71 Apply same DXGI_FORMAT_UNKNOWN hack to SRV creation as to RTVs 2014-08-27 08:07:54 +01:00
baldurk d7ffb16a72 Add whitespace before C# exception in log 2014-08-25 22:05:04 +01:00
baldurk f2726e071b Bake in symbol upload URL to renderdoc.org 2014-08-25 18:21:01 +01:00
baldurk 620067ec6b Fix %s to %hs usage 2014-08-25 17:23:03 +01:00
baldurk 0532e4e8d6 clang compile fixes 2014-08-25 17:16:07 +01:00
baldurk ce2cf6c87f Move linux_libentry.o to the end to hint static constructor order 2014-08-25 16:57:58 +01:00
baldurk 9a55bb796d Linux compile fixes 2014-08-25 16:57:02 +01:00
baldurk 61b82bbbb8 Update version number in makefiles 2014-08-25 16:54:07 +01:00
baldurk 2271c6ce44 Make installers too in autobuild 2014-08-25 15:44:29 +01:00
baldurk cb6c7b65bb hash_version.sh takes a parameter to append to the git hash
* Useful for adding -official (for version releases) or -beta
2014-08-25 12:41:31 +01:00
baldurk e68162ccb3 Bump version numbers to 0.21, as we're closer to that than 0.20 now 2014-08-25 12:41:30 +01:00
baldurk be3ee7f915 Add support for 'beta' builds
* Beta builds will be between nightlies and official releases in terms of
  stability. Tested at least to make sure there are no obvious bugs, but
  haven't been through 1-2 weeks stabilising period.
* Beta builds will upload crash reports, so I can get early warning of any
  bugs that are creeping in on master.
2014-08-25 12:41:29 +01:00
baldurk 4c6c39a609 Remove sneakily packed data before retrieving anything 2014-08-24 23:49:22 +01:00
baldurk 4cbdfb3e3a Use correct array indices, duh. 2014-08-24 23:45:34 +01:00
baldurk ec5e3ad909 Use proper stride for non-uniform formats, not compCount*compByteWidth 2014-08-24 12:39:10 +01:00
baldurk 497558f338 Display shader output as ints if that's the target format type 2014-08-24 12:38:44 +01:00
baldurk 461588ae1e Always SRGB correct colour for display 2014-08-24 02:02:54 +01:00
baldurk 7ae4c259df Get typed format before trying to do readback 2014-08-24 02:01:47 +01:00
baldurk d2188edc68 Handle viewports correctly in pixel history 2014-08-24 02:01:34 +01:00
baldurk 24ed434bcd Change up pixel history UI to show individual fragments 2014-08-24 01:00:28 +01:00
baldurk 83d13357b3 If depth/stencil is known to be unbound, don't mark it "unknown" 2014-08-24 01:00:27 +01:00
baldurk 3c4f29727c Use depth comparison from pipeline to get correct fragment post-mods
* The fragments now correctly pass/fail depth so you won't see inconsistent
  post-modification values. Precision will make this slightly incorrect
  potentially, as we use D32 instead of the native depth size (as we can't
  - D16 has no stencil version).
* Likewise this won't account for stencil failures per-fragment.
2014-08-24 01:00:26 +01:00
baldurk 072b1fe74a Copy post mod colour/depth immediately, not after intervening events 2014-08-24 01:00:26 +01:00
baldurk ae2c75fb7a Make sure primitive ID value doesn't get blended 2014-08-24 01:00:25 +01:00
baldurk 0d8135ba20 Support for B8G8R8A8, R11G11B10 and R10G10B10A2 2014-08-24 01:00:24 +01:00
baldurk 5a407bdb47 Set -2 when intra-fragment values are not available/fetched 2014-08-24 01:00:23 +01:00
baldurk 8feed73cc0 Save and restore blend state when fetching shader output value 2014-08-24 01:00:23 +01:00
baldurk e144bde4d4 Fix stride calculation 2014-08-24 01:00:22 +01:00
baldurk 22c8f749f8 Ensure proper refcounting (don't miss anything) 2014-08-24 01:00:21 +01:00
baldurk f63b89b16e Fetch primitive ID 2014-08-24 01:00:20 +01:00
baldurk 0b580f32c3 Fetch per-frag post-modification & shader output values 2014-08-24 01:00:20 +01:00
baldurk f219dc2090 Add depth state that INCR_SATs stencil, tests eq & writes depth 2014-08-24 01:00:19 +01:00
baldurk d55be5f687 Duplicate up pixel modifications based on # frags 2014-08-24 01:00:18 +01:00
baldurk 1c4eccd06e Use STENCIL_OP_INCR_SAT to count number of fragments writing 2014-08-24 01:00:17 +01:00
baldurk 5ed280ae33 Markers don't increment drawcall ID, use eventID for prev/next/parent 2014-08-24 00:59:26 +01:00
baldurk f9a38c9e1f Workaround fxc compiler bug in d3dcompiler_43 by avoiding flow control
* Old method gave:

error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Instructions
calculating derivatives across pixels, and using temp storage or indexed
values for input coordinates, are not permitted within flow control that
has a branch condition that could vary across pixels. Opcode 53 (count is
1-based).

* It seemed related to taking ddx() of things like SV_CullDistance inside
  the if(), so I refactored to not branch, and instead just avoid the
  InterlockedAdd only and when not a hit it will just write to an ignored
  element at the end of the UAV.
2014-08-24 00:42:27 +01:00
baldurk db39eafd32 Update the documentation email address 2014-08-22 08:18:33 +01:00
baldurk 4ccc7d3901 Update email in code & add menu item for nightly builds 2014-08-22 08:13:21 +01:00
baldurk c75721b24f Update email address in README 2014-08-22 08:06:23 +01:00
baldurk 8c2da527f7 A bit more tidy up and rearrangement in preparation 2014-08-21 21:48:21 +01:00
baldurk f36636998a Tidy up pixel history a bit, move shaders & states into common 2014-08-20 23:52:45 +01:00
baldurk b38e7f20d3 Speculative fix for crash with null values in TimedUpdate.TickTB 2014-08-19 22:45:29 +01:00
baldurk fc347a0235 Update to 4.5 official headers, tweak to GL enum
* GLenum enum now lists all GL_ before GLX_ and WGL_ to give priority for
  string representation.
* Also dropped eGL_UNKNOWN_ENUM for eGL_NONE as it's a little friendlier
2014-08-18 18:40:10 +01:00
baldurk 24ae01a3f7 Set rows/columns to 0 when members[] contains array values 2014-08-18 11:18:53 +01:00
baldurk 61eba9a460 Add utility functions globally for mapping shader enums <-> idx 2014-08-18 11:18:39 +01:00
baldurk 561b7a0e58 Only complain about initial states being missing for non-buffers 2014-08-18 11:01:37 +01:00
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 8a5150297f Set the event for group marker selection to the last real drawcall 2014-08-17 15:22:11 +01:00
baldurk 1e240740c6 Mark VAOs as written when modified
* This means even non-dirty VAOs, if modified during cap frame, will have
  initial states applied properly on replay
2014-08-15 21:24:59 +01:00
baldurk d520443fd3 Remove hackish tracking of VAO chunks, mark as dirty resource instead
* The VAO will then have initial contents grabbed and applied
2014-08-15 21:22:47 +01:00