Commit Graph

246 Commits

Author SHA1 Message Date
Waffle fa18367109 Updated documentation with unpackData fix
Updated example documentation to match the already accepted "Fixed Incorrect Tuple Usage in unpackData" fix.
2019-08-13 10:33:34 +01:00
baldurk e2704fa2eb Add an abstracted interface around android-specific handling
* This makes it easier to use the same kind of interface to manage other kinds
  of devices.
2019-07-31 17:51:13 +01:00
baldurk 776b689701 Fix documentation of return types on some application API functions 2019-07-23 14:46:22 +01:00
Wasin Thonkaew 1026ce481d fix url of debug markers sample 2019-07-23 14:46:04 +01:00
baldurk 5cdaf8491b Explain the background colour for view-important pipeline state bindings 2019-07-22 14:52:42 +01:00
Waffle 9aaca1bb5f Fixed Incorrect Tuple Usage in unpackData
Fixed "IndexError: tuple index out of range"
`value = tuple(float(value[i]) / divisor for i in value)`
Was effectively attempting to access the value tuple using an element as an index.

`value = tuple(float(i) / divisor for i in value)`
Uses the elements from the tuple and modifies them.

Ex: (0,0,0,255) becomes: (0.0, 0.0, 0.0, 255.0)
Instead of throwing an error.
2019-07-22 12:42:26 +01:00
baldurk af19a21e4c Clarify that android builds are only supported from a proper bash shell
* Not from the windows cmd prompt
2019-07-01 14:56:48 +01:00
baldurk 6487acdf0f Fail to capture if Create*PipelineState has no valid shader code
* This typically means that the user hasn't checked correctly for SM6 feature
  support before trying to upload DXIL shader, which will then result in
  unpredictable behaviour or crashes on replay.
* During capture we detect this and flag it in the overlay text, and prevent
  capturing. On capture load we fail to load if we detect such a PSO.
2019-06-27 10:22:13 +01:00
baldurk e4333291a1 Allow using shader processing tools for custom shaders
* This is primarily useful for HLSL on Vulkan, but could be used with any other
  combination. If multiple tools can perform the conversion, the highest
  priority one is used.
2019-05-22 17:54:10 +01:00
baldurk 96cc08b960 Rename 'show disabled' button to 'show unused' as it is clearer
* Bindings that are unused aren't disabled - they may in fact be explicitly
  enabled - but they are unused by the pipeline which is why they're hidden.
2019-05-17 16:32:55 +01:00
baldurk 06b91f3d57 Update quick start image of timeline bar & remove mention of pip colours 2019-05-17 16:32:55 +01:00
baldurk a820934a22 Fix description of float controls - maximum decimal places not sigfigs 2019-04-26 14:02:42 +01:00
baldurk 95ce6d5b59 Add a bit more clarification on how to load and use RenderDoc's API 2019-04-26 14:00:27 +01:00
baldurk af53fdf89a Document what RENDERDOC_DevicePointer should be for D3D12 2019-04-26 13:57:16 +01:00
baldurk 1296f92a94 Mention that dynamically unused pipeline state resources are hidden 2019-04-26 13:52:34 +01:00
baldurk 944c18e6fe Add mention of 'load last settings' button on capture dialog 2019-04-26 13:44:39 +01:00
baldurk ec1f104b44 Shutdown capture file properly in python example 2019-04-12 11:04:54 +01:00
baldurk 82c54f7310 Update archlinux dependencies to include make & pkg-config 2019-04-12 10:40:44 +01:00
baldurk 25260c29f7 Add mention of Stadia support to README and docs 2019-03-20 05:32:53 +00:00
baldurk e1d39ef23b Don't require ARB_separate_shader_objects on replay
* If it's not available we must also emulate program introspection to get proper
  reflection data.
2019-03-13 11:48:57 +00:00
baldurk db89f50a30 Rename Mesh Output panel to Mesh Viewer, since it displays inputs too 2019-03-08 15:40:11 +00:00
baldurk 35294607f5 Update docs with new GL extension requirements 2019-02-13 18:50:55 +00:00
baldurk d289d3ac20 Remove requirement for ARB_sampler_objects
* We just modify the texture sampler parameters temporarily and restoring them
  when we're done
2019-02-13 18:50:54 +00:00
baldurk f2d092640f Emulate ARB_vertex_attrib_binding on replay if it's not available
* Fortunately the extension doesn't add any functionality that can't be achieved
  through the old bindings, it's just better decoupled.
* What we do is set up our own VAO attrib/binding tracking, and translate all
  the functions (old and new style) into the equivalent modifications of that
  state, then each time a change happens we flush out the attribs and bindings
  using the old attrib functions.
* We also intercept the queries to the new bindings and return the right values,
  so even if loading a capture that uses ARB_vertex_attrib_binding would work as
  expected (as all the translation to old bindings happens under the emulation
  layer).
2019-02-13 18:50:53 +00:00
baldurk 180b6f7cdc Remove use of shading_language_420pack and explicit_attrib_location
* On GL we can manually set these bindings when needed, and then we don't
  require those extensions.
2019-02-13 18:50:53 +00:00
baldurk 4699b459e5 Add trailing / needed on the end of canonical_url for docs 2019-02-07 16:56:19 +00:00
baldurk 00c4e3265d Update brew packages needed for autotools on mac 2019-02-04 18:06:11 +00:00
baldurk a79e047e5d Reorganise linux dependencies section, and update Ubuntu instructions 2019-02-04 18:06:11 +00:00
baldurk 61b39c80a1 Update VerifyMapWrites option to VerifyBufferWrites option in API docs 2019-02-04 18:06:10 +00:00
baldurk 18af132601 Update API documentation to mention SetCaptureFileComments 2019-02-04 18:06:10 +00:00
baldurk f20e871510 Add option to make y-flipping a per-texture state instead of global 2019-02-04 18:06:10 +00:00
nmr8 38f68e1534 Update Dependencies.md 2019-01-30 09:25:02 +00:00
nmr8 54efa30596 Add debian dependencies, spoon feed build commands 2019-01-30 09:25:02 +00:00
baldurk 27a4353ffa Fix out of date python use in documentation examples 2019-01-16 12:38:10 +00:00
baldurk ab8d07f29c Add DiscardFrameCapture to in-application API, bumped to version 1.4.0 2019-01-08 11:35:48 +00:00
baldurk 18bd9d8c9b Add discord server links 2019-01-07 17:33:24 +00:00
baldurk 14c110ce58 On all platforms, output library to lib folder in cmake build 2019-01-03 12:43:32 +00:00
baldurk 383d8158cc Fix docs build with missing end string terminator 2018-12-14 20:42:45 +00:00
baldurk 13e7d1c134 Support display of YUV textures on D3D11, D3D12 and Vulkan
* Supported textures are decoded into standard format of YUVA, displayed
  visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
  full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
2018-12-14 20:14:07 +00:00
baldurk d4242b7cf7 Note that shared resources are now partially supported on D3D12 2018-12-13 23:43:07 +00:00
baldurk 204724bebe Add documentation for python extensions 2018-11-30 16:42:49 +00:00
baldurk fac080ab4d Add documentation for expanded shader processing tools functionality. 2018-11-30 16:25:24 +00:00
baldurk 8b1251a8b8 Add a note to the RGP howto page to enable RGP integration 2018-11-30 16:04:01 +00:00
baldurk 91a7d45f85 Document new python version info functions 2018-11-30 15:48:42 +00:00
baldurk a1895d8774 MSAA initial states are supported on D3D12 2018-11-30 15:41:12 +00:00
baldurk 3c43b2193c Update docs for new verify buffer access option 2018-11-30 15:40:13 +00:00
baldurk 6aa79f54bd Add Nintendo Switch as supported platform to documentation
* Nintendo Switch support is distributed separately for authorized developers as
  part of the NintendoSDK. For more information, consult the Nintendo Developer
  Portal.
2018-11-30 15:21:16 +00:00
baldurk dc584a6516 Update API versions listed as supported in FAQ 2018-11-30 11:06:43 +00:00
baldurk cc4a48b6d6 Expand renderdoc API example code in docs slightly
* Show the most common use, StartFrameCapture / EndFrameCapture
2018-11-28 14:43:44 +00:00
baldurk ffaac908dd Mention that autotools is required on macOS 2018-10-29 17:23:11 +00:00