Commit Graph

5395 Commits

Author SHA1 Message Date
Peter Gal 6fde3cbb6a Query allowed extensions when the GL driver knows which mode is it in
Previously the allowed extension list was set when the
WrappedOpenGL driver was created. However at that point it is not always
clear if we are in GL or GL ES mode.
2017-04-28 10:35:43 -07:00
Elizabeth Baumel 8f69735780 Serialisation definitions/preliminary support for D3D12 tiled resources. 2017-04-27 14:16:40 -07:00
baldurk 9e5736f03e Add context menu popup for disassembly in shader debugging 2017-04-27 19:47:50 +01:00
baldurk a7e58ae5f6 Fix a broken loop condition 2017-04-27 19:47:50 +01:00
baldurk ae50fa99ee Revamp version tagging, remove ugly suffix on git hash. Refs #571
* Tacking -official onto the git hash was a hack only needed on windows,
  and since we want more information it doesn't scale.
* Instead we track anything we need to know about the version in
  separate variables, like whether it's a stable build or a nightly/
  local build. Or if it's built by a downstream distribution then the
  version number for the downstream build.
2017-04-27 19:47:50 +01:00
baldurk 4199a857f5 Add right-click context menu to event browser with expand/collapse all 2017-04-27 19:47:50 +01:00
baldurk c2690b8211 Remove some cases where resources were being loaded and parsed @ runtime 2017-04-27 19:47:49 +01:00
baldurk 13f61eaf8e Disable edit and continue debug information, since E&C is disabled 2017-04-27 19:47:49 +01:00
baldurk 6e5a744b1a Remove some CodeAnalysis lines in the csproj that were causing a warning 2017-04-27 19:47:49 +01:00
baldurk dd2f6eb88a Don't delete objects allocated in renderdoc module outside it. 2017-04-27 19:47:49 +01:00
baldurk 5fbf49a304 Fix pixel history view launching shader debugger on qrenderdoc 2017-04-27 19:47:49 +01:00
baldurk 163bc6f47e When right-clicking on captures in a connection window, select them too 2017-04-27 19:47:49 +01:00
baldurk e0f3535a20 Fix deleting captures not removing them from the list correctly 2017-04-27 19:47:49 +01:00
baldurk 448afbc0a6 Add element column with the row number for raw buffer views 2017-04-27 19:47:49 +01:00
baldurk fee690b844 Don't remove an empty list of paths - Qt warns about it 2017-04-27 19:47:48 +01:00
baldurk 0f8e25a103 Fix a case where descriptor bind length wasn't being checked for ~0U 2017-04-27 19:47:48 +01:00
baldurk a9c500a3bf Ditch array suffix from typename in element descriptors
* The suffix is superfluous in the string name - it can be reconstructed
  using the array size data. It just confuses things when trying to
  replicate a variable declaration. E.g. int indices[4]; shouldn't be
  listed as int[4] indices[4];
2017-04-27 19:47:48 +01:00
baldurk 1529c8053d Fix a crash updating mesh preview columns when not in a mesh view 2017-04-27 19:47:48 +01:00
Michael Rennie ca553e6c5c Set the MaxConnectTimeout setting for connecting to Android packages. 2017-04-27 09:13:14 -07:00
baldurk a5199b54ba Add Qt5 svg package to linux setup 2017-04-27 15:57:00 +01:00
baldurk f65ef594f3 For GL array textures, cache glGet*TexImage data returned
* Our function to get texture data requests a single mip and a single
  array slice at a time. However this interacts badly with the GL get
  function that returns array data all at once.
* Worst case, we end up fetching N array slices N times, meaning we do
  N^2 work, and allocate way more memory than is required. There was
  also a bug that caused the allocated memory for compressed arrays to
  return all array slices instead of returning one slice, offsetted.
* Now instead we cache the returned array data and look it up for
  subsequent requests, since it's very likely that we're going to ask
  for the other array slices.
2017-04-27 15:56:59 +01:00
baldurk f415681f65 Expose a function to fetch the debug overlay's texture ID 2017-04-27 15:16:34 +01:00
baldurk b5e6596512 Make sure we build qrenderdoc with svg 2017-04-27 15:16:34 +01:00
baldurk 922b095d2d Add support for interpreting depth formats saving to HDR/EXR
* In particular, depth 24 which needs special handling
2017-04-27 15:16:34 +01:00
Michael Rennie 34d692330e Only create client memory VBOs the first time context is activated.
Also added corresponding deletion code in WrappedOpenGL::DeleteContext.
2017-04-27 06:51:18 -07:00
Peter Gal 59536d4db0 Skip GL_DEPTH_CLAMP enum usages when in GL ES mode
The GL_DEPTH_CLAMP is not valid in GL ES calls.
2017-04-27 06:50:54 -07:00
Cody Northrop 937f37e387 build: Add Android to travis config 2017-04-26 20:47:04 +01:00
Cody Northrop 5863607ba2 android: Attempt to call adb directly if path not provided 2017-04-26 20:47:04 +01:00
Cody Northrop f60968b103 android: Target android-23 explicitly for APK
Using "1" here was very specific to the build system, as noted by the comment.
When run on systems with older APIs install, it resulted in java compile errors.
2017-04-26 20:47:04 +01:00
baldurk 9759911ffd Clamp progress value to 0.0 - 1.0 before updating progress bar
* Speculative fix for a reported crash
2017-04-26 20:47:04 +01:00
baldurk bffea4c788 Don't handle filesystem watcher callbacks once texture viewer is closed
* Fixes a reported crash
2017-04-26 20:47:04 +01:00
baldurk d406a0bf76 Fix highlighting of vertex attributes/vertex buffers on GL pipeline view 2017-04-26 20:47:04 +01:00
baldurk 2f83933616 Serialise and restore program attrib and fragdata bindings
* If an app only relies on reflection to set up its VAO, then its VAO
  will morph to match the built-in implementation defined initial
  locations of attribs and fragdata.
* Then when replaying on another implementation the VAO will no longer
  match the changed locations.
* So instead we save the locations (whether they're user set or still
  implementation defined) and restore them explicitly.
2017-04-26 20:47:03 +01:00
baldurk 0da47c8102 Don't replay glDetachShader so programs can be relinked
* We need to relink programs to update attrib bindings, which means the
  shaders need to be still attached. There doesn't seem to be any harm
  in leaving a shader attached to a program that should be detached -
  it can still be used just fine in other programs.
2017-04-26 20:47:03 +01:00
Michael Rennie 58ac90e831 GetSizedFormat better depth decision based on data type, if available. 2017-04-26 04:28:01 -07:00
baldurk 6a1db47870 Fix compilation error with unhandled switch case 2017-04-25 17:45:31 +01:00
baldurk f1e312f937 Fix 32-bit compilation 2017-04-25 17:43:46 +01:00
baldurk dd56e91885 Add --python command line to renderdocui 2017-04-25 17:10:59 +01:00
baldurk 89c3b3bb78 Remove InvocationIndex enum from C# enum, which was forgotten before 2017-04-25 15:59:58 +01:00
baldurk 498039fcc2 Fix size calculation for compressed array textures in GL 2017-04-25 15:59:58 +01:00
baldurk 527b1f7538 For array textures, keep the depth the same on all mips 2017-04-25 15:59:57 +01:00
baldurk ac7e8ff800 Fix texture display broken by d22d744675 2017-04-25 15:59:57 +01:00
baldurk 319d144891 Remove fixed limit on stream-out size for D3D11/D3D12. Refs #585
* For VS output we can statically determine how much space is needed and
  allocate more if we need to.
* For tessellation/geometry shader output, we need to run a query to see
  if there was enough output space, then reallocate and run it again.
* On GL there isn't a built-in xfb query, only as an extension with poor
  support, so we just resize to allow the maximum expansion.
2017-04-25 15:59:57 +01:00
baldurk 4ac0a7948c Fix typo in GetMinMax, writing into minval twice 2017-04-25 15:59:57 +01:00
baldurk dafb3363ab Fix a shader editing issue - when copying fragdata bindings ignore dupes
* I'm not clear on if this is safe or sensible - somehow the source
  program can report multiple outputs bound to the same index (e.g. 0)
  but that's illegal to set explicitly ourselves. So we just ignore the
  subsequent variables and hope the first one we find is the valid one.
* The other alternative is to set the subsequent variables to some bind
  higher than all of the rest, or fill in holes (e.g. if we see 0, 0, 1
  then bind the second 0 to 2).
2017-04-25 15:59:57 +01:00
Michael Rennie a4ae6c8db8 For GLES use glMapBufferRange in gl_emulated instead of glMapBuffer. 2017-04-25 07:57:04 -07:00
baldurk 04bfcdff71 Fix linux build with problems overriding functions 2017-04-22 02:25:03 +01:00
baldurk 18b62495d6 Handle UINT_MAX for number of descriptors in range, fixes reported crash
* UINT_MAX indicates all remaining descriptors on the heap should be
  bound to that range.
2017-04-21 19:08:05 +01:00
baldurk 3d41d53cc1 Fix a crash with the strip-restart handling code if draw is NULL 2017-04-21 18:45:12 +01:00
baldurk 605fd4dcc5 Use single QVariant tagging on RDTreeWidgetItem instead of setData
* It saves on allocating a vector of vectors and in most cases is all we
  need.
2017-04-21 18:45:12 +01:00