Commit Graph
4989 Commits
Author SHA1 Message Date
baldurk 6aa7345016 GL min/max lod and lod bias are sampler parameters as well as texture 2018-04-09 17:11:26 +01:00
baldurk ba2280c5c7 Apply extra sort to SPDB file list to put entry file first. Closes #950
* This isn't 100% reliable but it seems reasonably consistent that while
  the first file in the streams isn't always the entry file, the first
  name of a file in the list of names which map to files is. So we
  re-sort by the list of names.
2018-04-09 17:11:25 +01:00
Jimmy LeeandBaldur Karlsson 6c35697edc fixed a problem that is preventing opengl es capture 2018-04-06 22:50:30 +01:00
baldurk d51f968ffd Fix an issue with obj references stacking up on def contexts. Refs #924 2018-04-06 10:34:02 +01:00
baldurk e4bda8d7bd Implement queue-level markers (begin/set/end) on D3D12 2018-04-05 18:35:05 +01:00
baldurk 6102b638a6 Add an overflow system for descriptor pools that have high use
* This can happen in cases where the application syncs to the GPU after
  using one set of descriptors from a pool, resets it, and then
  allocates more descriptors out of the pool to use later in the frame.
* Since we allocate all descriptors up-front before the frame starts we
  end up allocating more than the high-water mark, and running out of
  room in the pool.
* Instead we just allocate duplicates of the pool as needed, as overflow
  space, and then use those overflow pools to satisfy any extra need.
2018-04-05 17:34:13 +01:00
baldurk 6e5ee75215 When binding framebuffers, GL_FRAMEBUFFER target sets read and draw FBs
* This is in contrast to most other framebuffer functions, where
  GL_FRAMEBUFFER acts as an alias for GL_DRAW_FRAMEBUFFER.
2018-04-05 16:23:20 +01:00
baldurk 4047595811 Forward dummy ID3D11Debug QueryInterface to device. Closes #946 2018-04-05 11:10:36 +01:00
baldurk c075c3cfbb When showing previous instances, include current instance in search list
* For vertex picking we want to pick from all visible instances, so the
  max should be curInstance + 1 (which is the default).
2018-04-05 11:08:16 +01:00
baldurk 3387f49efb For input vertex picking, return current instance always. Closes #944
* Since we aren't displaying multiple instances we don't want to change
  the instance selection, so instead of returning 0 return the currently
  selected instance.
2018-04-05 11:07:44 +01:00
baldurk f76545c64e Use the correct set of physical devices during replay 2018-04-04 17:59:40 +01:00
baldurk 97fcff0254 Try to identify versions of adb that have whacky error prints 2018-04-04 17:56:33 +01:00
baldurk 35865efef2 Always use git commit hash to identify android build
* This prevents reinstall issues if the UI is looking for a plain major/
  minor versionName and the apk was built with a commit hash.
2018-04-04 16:52:44 +01:00
baldurk c84cba4b88 Use proper constant IDs instead of relying on output constID 2018-04-04 15:57:43 +01:00
baldurk 4b4ce8dc01 Until proper support is added, prevent crashes by decaying VB formats
* Unfortunately some formats are *only* supported through VB fixed-func
  inputs, and not through any other access (like texel buffer access).
* As a result, it's invalid for us to just create buffer views using
  these formats to read from, so we will need to read-back the data to
  the CPU, decode and unpack to another format that is supported, and
  then re-upload. In some cases this might be extremely complex (e.g.
  64-bit wide formats that have no easily supported fallback).
* In the meantime, we just re-write the format to R8G8B8A8_UNORM. It
  will return the wrong data, but will at least not crash.
2018-04-03 17:10:27 +01:00
baldurk 378c5d928e Demote a log print to a debug log 2018-04-03 17:10:26 +01:00
baldurk 1e3c827edc Use image type not sampled image type, to get dimension. Closes #923 2018-04-03 17:10:25 +01:00
baldurk a5f116f451 Add ToStr for DXGI_ERROR_UNSUPPORTED 2018-04-03 17:10:24 +01:00
baldurk 2fb9429f5b Add nointerpolation on floats where they are packed with ints
* This makes shader debugging interfaces match better to pick up
  interpolators correctly.
2018-04-03 17:10:23 +01:00
baldurk ada2222d8f Don't allocate wholeMemBuf buffer for memory that doesn't allow buffers
* Some memory types may not be compatible with buffers, so allocations
  in those memory type indices we just don't create a spanning buffer,
  as it won't be needed anyway to restore memory contents.
2018-04-03 17:10:21 +01:00
reinsteamandBaldur Karlsson 714b37ded5 Various fixes for PR
- Various style-related fixes
- Loading NvPmApi.dll from plugins directories
- Added copyright notice to newly added files
- Replaced local fixed size array of `char` with std::vector<char>
- Removed `FlushGPU`
2018-03-28 19:27:44 +01:00
reinsteamandBaldur Karlsson 7347a11dff Implemented data retrieval from selected NV counters 2018-03-28 19:27:44 +01:00
reinsteamandBaldur Karlsson f3cb0e1854 Plugged in NV counters into D3D11Replay.
- Counters are displayed in RenderDoc 'Performance counter selection' window
2018-03-28 19:27:44 +01:00
reinsteamandBaldur Karlsson 48cb7d6c49 Added a project with NVidia counters and NvPmApi header from NV Perfkit
- nv_counters.h/.cpp load NVidia counters using NvPmApi 4.4.0
2018-03-28 19:27:44 +01:00
Baldur Karlsson 3ded6e590a Fix crash in DXBCFile processing if array is last binding. Closes #919 2018-03-15 13:01:22 +00:00
Baldur Karlsson ef12358ceb Hash all properties of mesh config that affect highlighting. Closes #918 2018-03-14 15:29:35 +00:00
Baldur Karlsson 68a3879ca2 Remove unused variable. Closes #915 2018-03-13 20:24:41 +00:00
Baldur Karlsson 3b239dcfa9 Fix non-ASCII issues in 3rd party files. Refs #915
* Each of these have been reported upstream respectively, but changing
  it manually here to avoid a potentially long turnaround time.
2018-03-13 20:21:50 +00:00
Baldur Karlsson f49dfadc9a Try alternative ps for some android devices that don't support ps -A 2018-03-13 17:31:32 +00:00
Baldur Karlsson 34c4ecd1f2 Return a more useful error code when injection fails on windows 2018-03-13 15:56:50 +00:00
Baldur Karlsson 032944c249 Fix export of a single slice of a texture to DDS 2018-03-13 12:40:40 +00:00
Baldur Karlsson 07dba4732f 32-bit compile fixes 2018-03-12 17:11:11 +00:00
Baldur Karlsson 4992e09918 Fix potential crash if shader reflection is NULL 2018-03-12 15:46:45 +00:00
Baldur Karlsson 98041c5b93 Try to protect against invalid draw counts without crashing
* This can be especially error-prone with indirect draws where the
  parameters are GPU-fed and may point to random memory.
2018-03-12 15:46:45 +00:00
Baldur Karlsson 449eef4b9b Implement query for IDXGraphicsAnalysis with DXGIGetDebugInterface1
Closes #897
2018-03-12 15:46:44 +00:00
Baldur Karlsson 103618c2eb Add error messages if RenderDoc app fails to install 2018-03-12 15:46:44 +00:00
Baldur Karlsson dd1d7bd2ba Handle 'slice' apks with many apks in the shell pm path. 2018-03-12 15:46:44 +00:00
Baldur Karlsson 62660ce096 Handle overlap between UAVs/RTVs when 'keeping' one or the other
* OMSetRenderTargetsAndUnorderedAccessViews can 'keep' either RTVs and
  UAVs and bind the other type when being called, but it's legal to
  'keep' UAVs and bind more RTVs than were there before, or else 'keep'
  RTVs and bind UAVs at an earlier start slot than before.
* In each of these cases, any conflicting older binds are unbound, so
  for UAVs this means we unbound one or more from the start slot, and
  move the start slot up. For RTVs we just unbind any old RTVs that
  overlap with the new UAV start slot.
2018-03-12 15:46:44 +00:00
baldurk 43ed987214 Remove debug print that should not have been committed 2018-03-12 15:46:44 +00:00
Yifei Liandbaldurk ad0678a886 Fixed the issues encountered when trying to capture Dilan frames 2018-03-09 11:28:31 +00:00
baldurk 11b2baf83d Don't create 4GB empty string if logfile fails to read properly. 2018-03-08 23:17:44 +00:00
baldurk 1e4a78d140 Fix some draw naming issues, make sure to print IDs for resource naming
* We don't want to bake in load-time names, we want to print IDs since
  then they can be linked like anything else to the resource inspector.
2018-03-08 22:53:15 +00:00
baldurk 16018bacf0 Fix serialisation of data updates in WGL_NV_DX_interop. Refs #904
* Technically this is a backwards incompatible change, but captures with
  these chunks before would have just been broken and fail to open, so
  it's not worth bumping the serialisation version and adding backwards
  compatible code for no reason.
2018-03-08 22:36:04 +00:00
baldurk e3b42b56af Handle NULL being passed to SetPrivateData/SetName 2018-03-07 11:26:10 +00:00
baldurk ec80829e4f Bump version to 1.1 2018-03-06 15:11:27 +00:00
baldurk dd7fd45a50 32-bit compile fix 2018-03-05 16:55:41 +00:00
baldurk 301c6ef7eb Linux compile fix 2018-03-05 16:52:50 +00:00
baldurk 0db999ac71 Ensure any buffer created is at least 64 bytes
* Avoids some edge-case problems. We copy the minimum of the size so we
  won't overwrite the bounds.
2018-03-05 14:33:42 +00:00
baldurk e1b0340b5d Calculate accurate stream-out buffer size, minus room for any counters 2018-03-05 12:39:48 +00:00
baldurk 75ce866a2e Clear the whole stream-out buffer on D3D12 not just the first few UINTs
* For some reason this seems to be necessary to get accurate counts when
  fetching mesh output for instanced meshes with multiple counters.
2018-03-05 12:38:34 +00:00