baldurk
5c678df977
Set travis to use cmake explicitly
...
* I thought it was using cmake already, but it was using make. Whoops!
* This will make it easier to add a release target in travis in future
though, which is a nice bonus.
2016-09-27 16:26:24 +02:00
baldurk
6e9e2721c2
Missed references to moved scripts - grep didn't search dotfiles
2016-09-27 16:21:42 +02:00
baldurk
b5c7944038
Trim down LICENSE.md to just the core RenderDoc license, link to others
...
* This allows github to identify the content of the license as MIT for
repo metadata, and also cuts down on the redundant duplicate license
credits. 3rd party acknowledgements are still linked from LICENSE.md
and prominently included in both the documentation and installer
license.
2016-09-27 16:12:39 +02:00
baldurk
19bffb7d9d
Fix some bugs in chm styling on lists
2016-09-27 15:57:23 +02:00
baldurk
b4503f95cf
Remove manual html target="_blank" links from documentation
2016-09-27 15:55:53 +02:00
baldurk
f9b78a9312
Configure sphinx to require 1.5 for building htmlhelp
...
* This version contains the fix for sphinx-doc/sphinx#2550 so we want to
assume it is present and tidy up all the external links. However if
needed (and you don't care about the external links being broken) you
can locally remove this version requirement.
2016-09-27 15:13:46 +02:00
baldurk
2cc8648670
Add new NDK versions to android.toolchain.cmake
...
* Added r12b, r12, r11c, r11b, r11, r10e.
* This just means if the NDK is in one of the auto-search locations you
won't have to set the ANDROID_NDK environment variable.
2016-09-27 14:31:01 +02:00
baldurk
711860b338
Add sensible defaults for Android to reduce clutter of command line
...
* The windows command will now be:
cmake -G "MinGW Makefiles" -DBUILD_ANDROID=On <...>
* The linux command will just be:
cmake -DBUILD_ANDROID=On <...>
* With the rest of the parameters specified as normal. An optional
-DANDROID_ABI can be passed to specify the ABI
2016-09-27 14:29:40 +02:00
baldurk
966ffe9be4
Git ignore all build-*/ folders
2016-09-27 13:46:29 +02:00
baldurk
c968ab673c
Allow cross-compiles on windows via CMake
...
* We only want to block windows-for-windows builds with CMake, not cross
compiles for e.g. android from windows.
* We move the fatal error later in the file after the cross-compilation
has been initialised so we can check if we're really still WIN32.
* This means the early-out on windows is a little late (after some
autodetection has happened) but that's not the end of the world.
2016-09-27 13:45:32 +02:00
baldurk
abed75a9aa
Move appveyor configuration script out of the root
...
* Unfortunately, travis doesn't support this so the .travis.yml still
has to be in the root.
2016-09-27 13:33:26 +02:00
baldurk
1a465102b6
Minor tweaks to README phrasing/organisation/links.
2016-09-27 13:26:23 +02:00
baldurk
24c28ec73b
Move valgrind suppression file into scripts folder
2016-09-27 13:17:07 +02:00
baldurk
82265469f7
Add android.toolchain.cmake from github taka-no-me/android-cmake
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* This comes from commit 556cc14296c226f753a3778d99d8b60778b7df4f
2016-09-27 13:16:32 +02:00
baldurk
7d6cc098f0
Move distribution scripts into scripts/ subfolder
2016-09-27 13:15:04 +02:00
baldurk
134f75bd27
Remove root Makefile that wraps cmake
...
* linux compilation must now happen with cmake, which can be done in a
couple of one-liners.
2016-09-27 13:10:24 +02:00
baldurk
cd06d4e840
Move compilation instructions into CONTRIBUTING.md
2016-09-27 13:09:51 +02:00
baldurk
d39d2ed9dd
Roll calc_hash.sh into hash_version.sh (the only place that it's used)
2016-09-27 12:55:08 +02:00
baldurk
0729f5dc06
Compile fix for android and apple
2016-09-27 12:52:14 +02:00
baldurk
563fb2dd72
Improve the 'inject into process' UI a bit
...
* I'd still recommend against using this whenever possible, but there
are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
window title.
2016-09-26 19:09:46 +02:00
baldurk
a571aef6d4
Add a reference to the newly added D3D9 project
2016-09-26 17:46:21 +02:00
baldurk
aeb0f3a005
For libraries opened with RTLD_DEEPBIND, use plthook to hook dlopen
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* Split out the hook functions into linux and apple/android (which are
currently unimplemented).
2016-09-26 17:33:51 +02:00
baldurk
e991c12931
Add plthook for hooking libraries on linux even through DEEPBIND
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* Based on a fork with slight added extra functionality at
https://github.com/baldurk/plthook
2016-09-26 17:33:50 +02:00
baldurk
76cf599d31
Don't include official header first - it breaks on something with VS2015
2016-09-25 14:40:09 +02:00
baldurk
02e29bbbf6
Move D3D9 hooks to a separate new project, commit official DX9 headers
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* Headers come from the 10.0.14393.0 windows SDK
2016-09-25 14:05:53 +02:00
baldurk
c6b31ef477
Follow-up fixes to avoid warnings on x64
2016-09-23 21:36:21 +02:00
baldurk
e22e813049
32-bit compile fixes with 64-bit buffer lengths and offsets
2016-09-23 16:33:44 +02:00
baldurk
a88e0067b4
Add hacks to skip non-2D textures, or depth textures, and display MSAA
2016-09-23 16:00:12 +02:00
baldurk
f0c6786ade
No need for Serialise_CreateCommandList anymore
...
* This removes use of D3DLock which is a super-temporary ugly hack to
avoid a deadlock in some cases
2016-09-23 15:59:48 +02:00
baldurk
6bb6d7da57
Use the right number to resize array, handling SingleRT mode
2016-09-23 15:58:34 +02:00
baldurk
d104a887f1
Fix calls that were unwrapping an unwrapped list
2016-09-23 15:18:33 +02:00
baldurk
e06c08d6bf
Temporarily add a hack to skip serialising multisampled init states
2016-09-23 15:08:00 +02:00
baldurk
43a2568f24
Double check whether invoke is required for SetVariables()
2016-09-23 14:08:43 +02:00
baldurk
dbe82f31e6
Bring across FillCBufferVariables from D3D11
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* These implementations are identical and really only depend on DXBC -
they should be shared.
2016-09-23 14:08:26 +02:00
baldurk
aa7b5558af
Allow GetBufferData from readback and upload heap buffers
2016-09-23 14:05:27 +02:00
baldurk
d0fe1fb56f
Implement GetBufferData() for D3D12
2016-09-23 13:28:54 +02:00
baldurk
e12ebb67a3
Make IDX mesh view column a little wider to account for large indices
2016-09-23 13:28:34 +02:00
baldurk
004a3a1cc1
Make sure to apply barriers while executing - wrong state check
2016-09-23 13:14:05 +02:00
baldurk
131d3cedd2
Don't warn, silently drop unknown/undefined signature elements
2016-09-23 13:13:50 +02:00
baldurk
62a9052cdc
Mute some more debug messages that are more trouble than they're worth
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* The descriptor ones show up regularly in MS's MiniEngine sample
project, so it hides possible real problems.
2016-09-23 13:04:33 +02:00
baldurk
ed6b1a738c
Don't set a 0 structure byte size for element size (unstructured buffer)
2016-09-23 13:03:56 +02:00
baldurk
3d9a32d4e0
Autosize the compute shader row, to account for the debug bit wrapping
2016-09-23 13:03:45 +02:00
baldurk
24bc741d8c
Root constants are always 'filled'
2016-09-23 12:09:20 +02:00
baldurk
05eb9d7efd
Create pipeline state from blank slate, not over the top of previous
2016-09-23 12:07:30 +02:00
baldurk
a1ff033d82
Although it overlaps, use the right union's members to lookup
2016-09-23 12:07:16 +02:00
baldurk
6810ec8e50
Fix wrong indexing building reflection data
2016-09-23 12:06:58 +02:00
baldurk
06e6677616
Divide up register spaces by shader stage (namespacing same as DX11)
2016-09-23 11:41:16 +02:00
baldurk
6fdc883388
Make sure to add a note if a resource is not visible
2016-09-22 17:52:25 +02:00
baldurk
f883ea0648
Apply descriptor offset from table binding
2016-09-22 17:51:40 +02:00
baldurk
acb5e5ecd8
Fix crash due to unallocated compute descriptor
2016-09-22 17:09:25 +02:00