baldurk
57ba6e0806
Add overlays to clear before current draw/pass. Refs #164
...
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk
761358c899
32-bit compile fix
2015-10-25 15:28:16 +01:00
baldurk
2b7135c85a
Make sure depth/stencil test disabled shows all-green overlay. Refs #159
2015-10-25 15:26:24 +01:00
baldurk
4de6abb365
Make sure shader&program interface is consistently ready. Refs #166
2015-10-25 15:10:44 +01:00
baldurk
c7cfdcc689
Add basic support for displaying/picking S8 textures. Refs #165
2015-10-25 14:09:43 +01:00
baldurk
446f0ee4a6
Record glUseProgramStages 'live' if it happens mid-frame. Refs #160
2015-10-25 13:11:48 +01:00
baldurk
56c5b0f884
Fix commit 2714754, Start and End calls weren't consistent. Refs #158
2015-10-17 14:08:58 +02:00
baldurk
33347d2e3d
Fetch compute thread dimensions after parsing disassembly
...
* This fixes an issue where the compute shader debugging wouldn't let
even thread 0,0,0 be debugged as the dimensions bounds checks were
wrong.
2015-10-13 17:42:56 +02:00
baldurk
036ab1d24f
Linux compile fix, cast window to to void*
2015-10-11 16:13:04 +02:00
baldurk
1b99bb3dfc
Add warning and clip display if a buffer will be too large
...
* E.g. if a huge buffer is displayed as just floats, there could be
100s of millions of rows. Instead, we clip to 200,000 (anecdotally
where things start getting a bit laggy on the control), and allow
advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk
5a401cf541
Linux compile fix
2015-10-10 10:40:08 +02:00
baldurk
a87f3bf0b9
Better handling of the case where a context isn't current on start/end cap
...
* Usually if Start/End frame capture happens on a thread without a context
current, we activate one temporarily for our bookkeeping. This can fail
if that context we want is active on another thread. In this case, we
fall back to the most recently seen context that *isn't* active anywhere.
This isn't perfect, but it's better.
2015-10-09 13:14:13 +02:00
baldurk
4a45dcf32c
Don't hook createcontext calls recursively
...
* This can happen if wglCreateContext ends up calling wglCreateLayerContext
2015-10-09 13:12:32 +02:00
baldurk
7edf87daf3
Don't rely on GL_TEXTURE_COMPRESSED queries, check format on our own
2015-10-09 13:11:21 +02:00
baldurk
6694c7302f
Check if DataPtr itself is NULL (GetDataPtr() includes offset)
...
* Prevents a crash if a buffer's first glBufferData comes in during frame
capture and it doesn't get stuck without data allocated in the record.
2015-10-09 13:09:57 +02:00
baldurk
0fe73ac165
Don't serialise many redundant SetResourceName chunks in a row
2015-10-07 20:06:42 +02:00
baldurk
11286b0f71
Make sure find results textbox is marked read-only
2015-10-07 20:00:45 +02:00
baldurk
a98e7eb9d6
Clear search results for each new search
2015-10-07 20:00:33 +02:00
baldurk
239abd08dd
Remove all newlines from find-in-files results
2015-10-07 19:56:52 +02:00
baldurk
6c01972d50
Add debug message to alert users if D3D11.1 calls can't be replayed
2015-10-06 17:16:34 +02:00
baldurk
0c1ba13a5f
Fix shader debugging warning message
2015-10-06 17:09:46 +02:00
baldurk
bf9e6c1156
Make sure to unset the update flag if we're on the latest version
2015-10-06 17:07:51 +02:00
baldurk
c4d95421e0
Fix crash if main window is closed while update check is ongoing
2015-10-04 15:31:10 +02:00
baldurk
90e1b5c1b1
Create context debug data as late as possible, in SwapBuffers. Refs #155
...
* This means we avoid creating debug objects in wglMakeCurrent and so
you can call wglShareLists after that safely.
2015-10-02 19:03:53 +02:00
baldurk
079a44b4a9
Speculative fix - try to avoid crashes if hooked dlopen is called early
...
* This isn't particularly stable/nice, probably needs a complete rethink
2015-10-01 00:51:22 +02:00
baldurk
e2871e1245
Add typedef for old binary compatible versions to avoid annoying people
2015-09-30 22:18:06 +02:00
baldurk
59e604be91
Bump in-application API to 1.0.1. Backwards ABI compatible with 1.0.0
2015-09-30 22:14:38 +02:00
baldurk
d4ffbe417b
Enclose resource list usage in critical sections. Refs #157
2015-09-30 21:52:55 +02:00
baldurk
271475410b
Go through consistent path to capture. Fixes IsFrameCapturing. Refs #158
2015-09-30 21:30:12 +02:00
baldurk
98d3cae896
Ignore glBindBuffer where target is GL_NONE
...
* This is possibly some logic error on my side, but it might be a bad
call from the app. Either way it is invalid so it should be dropped.
2015-09-26 23:48:14 +02:00
baldurk
94863b7afe
Set index byte width for glMultiDrawElements - fixes crash
2015-09-26 23:48:14 +02:00
baldurk
73c1049ecf
Don't apply TEXTURE_MIN/MAX_LOD state to texture rectangles
2015-09-26 23:48:13 +02:00
baldurk
7a8e6020b5
QRenderDoc build fix - allow includes relative to project root
2015-09-26 20:19:08 +02:00
baldurk
b60868254e
Bump version number to v0.27
2015-09-26 00:14:56 +02:00
baldurk
ebe442d1d8
Update tips dialog and add a menu item for it.
v0.26
2015-09-25 21:09:12 +02:00
baldurk
b5f73cbb63
Don't call TextureBinding where enum might be GL_NONE. Refs #156
2015-09-24 18:40:11 +02:00
baldurk
f3abf31148
Catch FinishCommandList calls on immediate context, and throw an error
2015-09-24 18:30:14 +02:00
baldurk
7fdadc52f7
Fix register/variable highlighting sometimes getting busted
2015-09-23 13:30:12 +02:00
baldurk
51f8e949a1
Add back some code that was deleted by accident
2015-09-23 13:29:54 +02:00
baldurk
edccd1f9af
Remove topologies, index type, offsets, etc from GL drawcall strings
...
* This was mostly just useless noise that cluttered up the event list -
it's all implicitly displayed on the mesh output or pipeline state
2015-09-20 13:02:07 +02:00
baldurk
a5ba0e4597
Make injecting into a GL app safer (still does nothing if after GL init)
...
* If we haven't seen a context create anywhere, refuse to do any work -
this is pretty much definitely because of being injected into the
program after init time. Unlike D3D11 where all the API calls are via
interface pointers that were fetched and not wrapped, GL starts being
hooked immediately, which is bad!
2015-09-20 11:09:49 +02:00
baldurk
8678fa9e2d
Call SetLastError(0) to mute any errors after RenderDoc work
...
* Obviously not ideal, but better than passing spurious error codes
back to the application where presumably it wasn't getting them
before.
2015-09-18 23:31:34 +02:00
baldurk
4242c12226
Don't call into SwapBuffers if no window is associated with the DC
2015-09-18 23:26:11 +02:00
baldurk
1b8d291874
Avoid pointless multiple file passes, now that seeking isn't cheap
2015-09-18 22:37:44 +02:00
baldurk
b090092d73
Don't apply renderdoc hooks to renderdoc.dll. Things go... badly
2015-09-18 22:27:46 +02:00
baldurk
a9166ffb38
Fix logic for GetBuffer() UUID check
2015-09-18 22:11:15 +02:00
baldurk
84a89c1e32
Linux compile fix
2015-09-16 08:52:48 +02:00
baldurk
822cbd879d
Convert GL_CLAMP to GL_CLAMP_TO_EDGE
2015-09-16 08:37:17 +02:00
baldurk
1936a7a0b4
Get sized format for render buffers (not sure if that's even valid...)
2015-09-16 08:28:53 +02:00
baldurk
0c42d195c2
Fix copy-paste error with DRAW/READ framebuffer
2015-09-16 08:27:33 +02:00