baldurk
6aec91eea4
Account for implicit renderpass barriers when partially replaying
2018-11-28 20:37:49 +00:00
baldurk
3e3a9570d1
Fetch implicit barriers for CmdEndRenderPass before resetting state
2018-11-28 20:37:49 +00:00
baldurk
8f51493b66
If no enabled features struct was passed, we need to insert our own
2018-11-28 20:37:49 +00:00
baldurk
7f533b6b29
Refresh window parameters on SwapBuffers as well as MakeCurrent
...
* There's no guarantee that MakeCurrent will always be called after a resize,
the same context could be activated then left active.
2018-11-28 20:37:49 +00:00
baldurk
57f4e4bf16
Fix VERBOSE_DEBUG_HOOK to compile properly when enabled
2018-11-28 15:23:29 +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
fca4995d6e
Add cygpath and wslpath support, wrap in bash function
2018-11-28 14:41:13 +00:00
baldurk
b147041581
Remove error emailing, just print all errors to console and exit
2018-11-28 11:21:19 +00:00
baldurk
b89a8295cf
Ignore errors from non-existent files when trying to find aapt
2018-11-28 10:43:30 +00:00
baldurk
fa1c701cdf
Fix DXGI driver version identification
2018-11-28 00:22:57 +00:00
baldurk
fb71ea1a75
Accept aapt without an extension depending on SDK setup
2018-11-27 22:39:25 +00:00
baldurk
8a6f32e384
Work around broken instance being passed to GetInstanceProcAddr
2018-11-27 17:33:40 +00:00
baldurk
400dc807af
Fix missing Win64 tag on RGP plugin in 64-bit installer
2018-11-27 12:00:04 +00:00
baldurk
4392171f7d
Skip building android on windows if existing apk is found
...
* This allows sharing the android build from linux where the result should be
equivalent (if not identical) and runs a fair bit quicker.
2018-11-27 11:28:50 +00:00
baldurk
ae895cd2ba
Make sure primitive topology is set when doing CopyTex2DMSToArray
2018-11-26 23:43:18 +00:00
baldurk
27c49d5272
Tweak code that was confusing gcc
2018-11-26 18:53:00 +00:00
baldurk
edae196981
Allow through ID3D11VideoDevice* if nvapi is allowed by the application
...
* These interfaces are needed by nvencode
2018-11-26 18:12:49 +00:00
baldurk
821e300fd8
Strip binaries inside docker instance, outside they are owned by root
2018-11-26 18:12:27 +00:00
baldurk
d9eb98ee64
Remove SPIRV-Tools timers hack, cmake option is now upstream
2018-11-26 18:12:11 +00:00
baldurk
8209b2be46
vulkan json on windows is located adjacent to renderdoc.dll, not exe
...
* This means the json is still located if we're not running this code from
qrenderdoc.exe or renderdoccmd.exe
2018-11-26 16:39:00 +00:00
baldurk
26511c546c
Make RENDERDOC_NeedVulkanLayerRegistration feasible to call from python
2018-11-26 16:39:00 +00:00
baldurk
8ed9670601
Add way to query for driver version info without replaying.
...
* This lets us print what driver is available without opening a capture, useful
for autotest logging.
* We also print the driver version & vendor on capture as well as replay for all
APIs. Previously we were only printing this reliably on replay for GL/Vulkan
but it's useful everywhere for post-mortem debugging.
2018-11-26 16:39:00 +00:00
baldurk
c4d87ef0d3
Include spirv-as and glslang in SPIR-V plugins
2018-11-23 13:43:57 +00:00
baldurk
ef34c13ea2
Add scripts to build SPIR-V plugins
...
* These are the shader tools we ship with official builds. Most people don't
need these scripts, but here they are just in case (and so I don't lose them).
2018-11-23 13:34:27 +00:00
baldurk
f75b5e235e
Change verify map writes capture option to verify buffer access.
...
* This option will now toggle on the behaviour to fill undefined buffer contents
with a marker value, both if they're created without data (it will be zero
filled instead) or mapped with discard (it will keep the old contents
instead).
* There were too many hard to find problems or misconceptions about the buffer
filling for it to be useful. Now it will be opt-in instead.
2018-11-23 11:25:39 +00:00
baldurk
667d40382b
If window is zero-sized, still bind & clear to black
2018-11-22 19:40:36 +00:00
baldurk
ffd24c04d4
Fix memory leak with D3D11 device not being released by intel counters
2018-11-22 19:40:06 +00:00
baldurk
3fa7e0e35f
Release pixel picking texture
2018-11-22 19:39:49 +00:00
baldurk
82c5e62934
Don't start overlay marker before commandbuffer has begun
2018-11-22 17:43:45 +00:00
baldurk
7ffdc205ee
When rendering depth overlay on Vulkan, set attachment layout correctly
2018-11-22 17:43:23 +00:00
baldurk
790ee7d5f7
Update D3D12 message ID that's now available
2018-11-22 16:55:35 +00:00
baldurk
b610cb8d44
Mute annoying and false-positive PIX event messages
2018-11-22 16:55:23 +00:00
baldurk
a83dc462f7
Ensure optional interfaces are correctly initialised to NULL
2018-11-22 14:06:19 +00:00
baldurk
c3c9f82b87
Require explicit opt-in to enable RGP integration (default is not "0")
2018-11-22 14:05:26 +00:00
baldurk
09d63180d1
Add API option for applications that need access to vendor extensions
...
* This happens at the application's risk since there's no way to know what
effect the vendor extension will have or even if it will work together with
renderdoc's hooking.
2018-11-22 13:00:18 +00:00
baldurk
13538a4b1c
Don't show update dialog if update request failed
2018-11-22 12:16:34 +00:00
tuxerr and Baldur Karlsson
a2c1ef8fd0
add support for VR end of frame markers in vulkan
2018-11-21 11:58:29 +00:00
baldurk
62fc5e5b06
Workaround GCC warning about aliasing
2018-11-20 17:21:22 +00:00
baldurk
f415b931c5
Check extension physical device features for availability
2018-11-20 17:12:58 +00:00
baldurk
60855bf8f8
VkPhysicalDeviceShaderImageFootprintFeaturesNV was missed as supported
2018-11-20 17:10:00 +00:00
baldurk
0910de41ad
Use VkPhysicalDeviceFeatures2 on replay for patching enabled features
2018-11-20 16:48:59 +00:00
baldurk
648eeaa42e
Handle chained physdev feature structs in vkCreateDevice. Closes #1157
2018-11-20 16:34:47 +00:00
baldurk
0eb915447a
Handle all sType structures in serialisation, and next chain handling
...
* In many cases these structs are redundant and currently aren't ever serialised
directly or valid to be included in next chains. However it's better to take
the hit now and implement this universally in case new structs are needed in
future. It's easier to keep up with when new structs are added, and it means
we have the compiler checking we've handled all structs and don't forget one.
* There are some specific exceptions for structs that really need special
handling and are just treated as if they're unsupported, on the assumption
that any special handling will be implemented elsewhere.
2018-11-20 16:28:41 +00:00
baldurk
c92a533e84
VkValidationCacheEXT is supported, just not wrapped
2018-11-20 16:28:41 +00:00
baldurk
dc002a4ce6
Update vulkan headers to 1.1.93
2018-11-20 16:28:41 +00:00
baldurk
3ff8c0cdb4
Clear indirect copies list after it's been processed at the end of an RP
2018-11-20 10:42:59 +00:00
baldurk
b7a276195e
Track compute and graphics push descriptors separately. Closes #1182
2018-11-20 10:42:59 +00:00
baldurk
e88169cbfe
Patch some missing pieces after removing draws from a DrawIndirect
2018-11-19 12:07:42 +00:00
baldurk
94ed33accb
Add missing stringise case for MemoryScope
2018-11-19 11:48:30 +00:00
baldurk
3f43ae73d1
Set pipeline bind point for descriptor update templates
...
* This is needed to know which type of descriptor sets is being mutated for push
descriptors
2018-11-19 11:48:20 +00:00