baldurk
6b9cf8dc89
Update glslang to e5e58cfee34dfd6126a770b4250c14ea9340a231
2016-11-04 21:45:10 +01:00
Michael Rennie and Baldur Karlsson
a2bdda41ef
S_IWRITE is an obsolete synonym of S_IWUSR. Not available on Android.
2016-11-04 16:54:26 +01:00
baldurk
1b475e017e
Remove API text from capture pane's title
2016-11-03 17:41:26 +01:00
baldurk
fa466fcca5
Only print spammy unknown GUID once.
2016-11-03 17:00:04 +01:00
baldurk
1f2c45a22f
Remove log message about failed connections
...
* This could just be an attempt to connect to see if probe to see if a
socket is listening, so don't spam the log.
2016-11-03 16:29:38 +01:00
baldurk
503484c9c8
Make checking for process children less aggressive
2016-11-03 16:16:56 +01:00
baldurk
efb47c6712
Unwrap instance/device before calling down the G*PA chain.
2016-11-03 16:16:41 +01:00
baldurk
e040249398
When selecting the final swapchain present, use present target
...
* It was using the last bound render target, which could be empty if
state was reset before presentation. Instead we use the copy target
listed in the present drawcall as the actual swap buffer presented to.
2016-11-02 23:39:35 +01:00
baldurk
5a5c576a33
Allow TGA and PNG to discard/flatten alpha as desired. Refs #407
...
* DDS will always save the format entirely literally, and the float
formats do not support alpha processing currently.
* TGA and PNG will either discard the alpha and write entirely opaque,
or they'll include it in the file. Blending to colour or checkerboard
is not supported.
2016-11-02 23:39:35 +01:00
baldurk
dc96853b39
Look up constant buffers properly via shader details in D3D11. Refs #411
2016-11-02 23:39:35 +01:00
baldurk
94eb512726
Fix copy-paste confusion between offset and count.
2016-11-02 23:39:35 +01:00
baldurk
175cda5f36
Fix friendly naming of registers for proper cbuffer bindpoint handling
2016-11-02 23:39:35 +01:00
baldurk
975b67d2ce
Fix float exception on processing empty bounding box for ' '. Refs #412
2016-11-02 23:39:35 +01:00
baldurk
50eaf793f1
By default hide help when specifying a custom buffer format
2016-11-02 23:39:35 +01:00
baldurk
567a236034
Allow using hex formatting strings for custom constant buffer layouts
2016-11-02 23:39:35 +01:00
baldurk
c2103ed2ba
Check for GLSL style square matrix formatting strings. Refs #414
2016-11-02 23:39:35 +01:00
baldurk
a2979984ba
Add a preview pane to the live capture with a full-res screenshot
2016-11-02 23:39:35 +01:00
baldurk
f197156ee6
When an edit happens in the python shell, remove any line-number marker
2016-11-02 23:39:35 +01:00
baldurk
964a0f6b12
Make "no api" situation more explicit in live capture
2016-11-02 23:39:35 +01:00
baldurk
7e7b3d3f80
Add supporting desktop files for QRenderDoc and thumbnail handler etc
2016-11-02 23:39:35 +01:00
baldurk
5286f950ff
Add processing to different formats and max size while fetching thumb
2016-11-02 23:39:35 +01:00
baldurk
57d8cfa89a
Add stb_image_resize for thumbnail processing
2016-11-02 23:37:38 +01:00
baldurk
887e4d22e9
Change thumbnails to 80% JPEG quality and 2048 max width
2016-11-02 23:37:38 +01:00
baldurk
8f4a55a3b5
Set all processes under a given UI instance to log to the same file.
...
* Using OS-specific append writing functions instead of simple fopen/
fwrite/fclose we can guarantee that multiple processes writing to the
same log file won't trash or interleave their log output.
* To make the logs readable the PID is now included along with the
project/timestamp.
* After that, we make sure that when we launch a program we set the
output log to the same file as the parent UI. This keeps all the logs
together and removes user confusion over which logfile is needed.
* We also move all of RenderDoc's temporary files under a RenderDoc
folder in the temp folder, instead of scattering the files in the root
2016-11-02 23:37:38 +01:00
Baldur Karlsson and GitHub
aa4e4750ed
Fix typo to Contributor Covenant link in README
2016-11-02 17:14:06 +01:00
Michael Rennie and Baldur Karlsson
bcb9914665
Start remoteserver and captured packages by adb commands in native code.
...
Use adb to enumerate installed 3rd party packages in capture dialog.
Cleaned up all the "adb:" strcmp's.
2016-11-02 16:10:29 +01:00
Michael Rennie and Baldur Karlsson
8899cb8e73
If adb path is set, use adb devices to enumerate Android devices.
...
Process::LaunchProcess() optionally returns the child's stdout & stderr.
Added carriage return to string trim().
2016-11-02 16:10:29 +01:00
baldurk
2d7c55cbe9
Variable shadowing fixes
2016-10-31 01:20:02 +01:00
baldurk
090e4e5e9a
Handle stale descriptors hanging around referencing re-used resources
2016-10-31 01:01:53 +01:00
baldurk
5890316f22
Implement DeviceContextStates from D3D11.1 as needed by D2D. Refs #402
...
* This should at least support the swapping of the current pipeline
state but it probably won't support all the weird 'emulate different
D3D versions' stuff.
2016-10-31 01:01:53 +01:00
baldurk
212467a9c5
Inherit from the correct interface to be implemented
...
* Without this, a cast from WrappedID3D11DeviceContext to
ID3D11DeviceContext3 will not properly adjust the vtables so the
returned pointer will be invalid.
2016-10-31 01:01:53 +01:00
baldurk
a5e6158996
Forward QueryInterface call for ID3D11InfoQueue from context to device
2016-10-31 01:01:53 +01:00
baldurk
4dc75a69fe
Return a dummy ID3D10Multithreaded to stop D2D from whining. Refs #402
2016-10-31 01:01:53 +01:00
baldurk
8852b5f739
Track resources to flush in deferring dynamic descriptor updates
...
* During the frame we don't update our internal descriptor tracking, we
just record the updates on the CPU timeline.
* However, it's possible that one of those copies or writes references a
resource that is persistently mapped, so we need to know about that so
we can flush it at the next execute.
2016-10-31 01:01:53 +01:00
baldurk
21b4f94379
Don't try and hook into child processes that failed to create
2016-10-31 01:01:53 +01:00
baldurk
29388362a3
Make sure to delete records when resources are destroyed.
...
* If we're capturing, the frame references will keep the resource alive
and the application has to at least keep resources alive until after
GPU execution is finished.
2016-10-31 01:01:53 +01:00
baldurk
7903c78f6c
Unmap all current maps when a resource is deleted
2016-10-31 01:01:53 +01:00
baldurk
f46cf932d2
Implement D3D12.1 - ID3D12Device1 and pipeline library
2016-10-31 01:01:53 +01:00
Dominik Witczak and Baldur Karlsson
aaba987953
Fix for glBindBuffersRange() impl.
2016-10-30 20:51:56 +01:00
baldurk
b8cee9f530
Add missing break statements, thanks to report from @RCalocaO!
2016-10-29 21:28:27 +02:00
baldurk
6b5a2d4b66
Fix OwnerView not propagating to child nodes. Thanks @RCalocaO!
2016-10-29 21:25:55 +02:00
baldurk
23da9ac149
Add a pop-up tooltip over event names that are truncated
2016-10-28 21:21:05 +02:00
baldurk
1ceb9ee6e7
Don't crash if no RTVs are set with SingleHandleRT true
2016-10-28 17:42:11 +02:00
baldurk
420d653085
Release temporary SRVs created during copy MS <-> Array. Refs #406
2016-10-28 17:41:48 +02:00
baldurk
cdbcc7f301
Print a message when running a process
2016-10-27 22:17:42 +02:00
baldurk
385b719883
Make warning on inject screen much more obvious
2016-10-27 21:22:46 +02:00
baldurk
886d49fd2a
Don't crash if we try to refresh a non-host node, just skip it
2016-10-27 20:35:52 +02:00
baldurk
b36b120638
Don't store bound descriptors in a set, just a vector with duplicates
2016-10-27 19:35:46 +02:00
baldurk
37e56e91b0
Only emit debug text in non-RELEASE
2016-10-27 19:35:45 +02:00
baldurk
f7c155acd3
Unwrap presentation queues passed to ResizeBuffers1
2016-10-27 19:35:44 +02:00