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
Janos Pantos
46a12525ef
Modify shaders to be GLES compatible.
2017-03-09 19:13:21 +00:00
baldurk
71c05ed572
Remove some of the redundant places where git commit hash is #define'd
2017-02-16 17:10:02 +00:00
baldurk
3290dd1448
Move version information to public API so that all projects can share it
2016-11-11 20:35:59 +01:00
baldurk
65e05a3196
Add support for serialising multisampled images in vulkan. Refs #193
...
* This also applies to stencil even in non-multisampled images.
* Serialisation applies to both network proxying data, initial frame
contents at the beginning of a captured frame, and saving images to
disk.
2016-11-07 18:14:45 +01:00
baldurk
9ee4653a7a
Add triangle size overlay, showing heatmap of triangles < 4x4 in area
2016-10-02 20:04:43 +02:00
baldurk
7e5f51cbf8
Rename spv/ folder back to glsl/ (hope this will make better history)
2016-07-22 02:44:37 +02:00
baldurk
ed512a48de
Remove glsl shader variants (and fix text rendering I forgot about)
2016-07-22 02:40:15 +02:00
baldurk
15d60ef6b9
Convert rest of GL shaders to use spv_ variants
2016-07-22 02:26:37 +02:00
baldurk
88695370fd
Implement mesh/vertex picking for Vulkan
2016-06-08 11:04:11 -07:00
baldurk
db22eb64fb
Implement quad overdraw display modes (not quite 100% yet)
2016-02-07 18:49:42 +01:00
baldurk
290b695a6b
Linux compile fixes
2016-02-07 18:49:33 +01:00
baldurk
961616428d
Add texture sampling code for all types/formats
2016-02-07 18:49:07 +01:00
baldurk
dd7e2ee568
Shader uniform block definitions between C++ and GLSL
2016-02-07 18:49:04 +01:00
baldurk
4a2fe2d563
Update debug code to compile, and remove on-disk compiled SPIR-V blobs
...
* We'll compile in-memory now (and implement a user-side caching system
like we have with D3D).
2016-02-07 18:48:34 +01:00
baldurk
f417cf91ac
Draw highlight box with rect clears, remove pipeline, strip VBO, etc
2016-02-07 18:48:06 +01:00
baldurk
d77dcf680a
Implement viewport/scissor overlay
2016-02-07 18:46:21 +01:00
baldurk
d5aa1da377
Implement histogram and min/max fetching via compute
2016-02-07 18:46:17 +01:00
baldurk
b51b50329f
Add mesh shaders to project
2016-02-07 18:46:02 +01:00
baldurk
6ec36d6695
Implement drawcall highlight and wireframe texture overlays
2016-02-07 18:44:15 +01:00
baldurk
ac44765bd7
Implement highlight box rendering
2016-02-07 18:42:37 +01:00
baldurk
442386b84a
Add text-rendering support for in-application renderdoc overlay
2016-02-07 18:39:48 +01:00
baldurk
9e43d99ccf
Start doing proper draws instead of image copies, for now checkerboard
2016-02-07 18:39:04 +01:00
baldurk
707910b647
Tweak viewport/scissor overlay to be a little clearer
2015-11-19 01:33:22 +01:00
baldurk
dd9aff3890
Implement right click to pick vertices in the mesh viewer. Refs #139
2015-07-07 10:02:36 +02:00
baldurk
7cbb68f329
Implement quad overdraw overlays for GL
...
* The implementation needs the fine dFdx/dFdy variants, which are only
available in GLSL 4.50 and above. Without that support we fall back
to the normal dFdx/dFdy which are implementation dependent. In my
quick test on nvidia it so happened that it was still fine, but that's
not guaranteed.
2015-02-12 20:04:48 +00:00
baldurk
8ccf071865
Implement GetTextureData for GL - underlying code behind texture saving
...
* This should support all forms of textures off the bat, multisampled
textures, 3D textures, arrays, compressed and uncompressed, etc.
2015-02-09 17:29:13 +00:00
baldurk
5972ffa661
Implement mesh-specific fragment shader to display secondary data
2015-01-25 19:31:47 +00:00
baldurk
02aa3e7912
Implement min/max calculation for OpenGL
...
* Same implementation as D3D11 essentially
* Split out the texture sampling from texdisplay.frag into its own file so
it can be reused. Also removed the discard;s from the texture sample
functions and moved them up into the texture display function.
2014-11-02 20:26:09 +00:00
baldurk
a429bf3ab9
OpenGL in-app text overlay
2014-11-01 17:14:23 +00:00
valeriog
baa530eb5f
Add visualization of most missing OpenGL texture types (cube maps, texture arrays, stencil, 1D/3D textures, integer textures), take selected mip level into account and point sampling when required.
2014-10-31 19:47:42 +01:00
baldurk
e8508be085
Re-do text rendering to use stb_truetype so it's portable to linux
2014-10-30 22:47:21 +00:00
baldurk
1a6f6b7084
Disable RENDERDOC_OFFICIAL_BUILD that was accidentally turned on
2014-10-22 18:34:11 +01:00
baldurk
8d685de609
Reorganise 3rdparty, include breakpad with sln, drop mhook. Closes #84
2014-09-24 20:24:35 +01:00
baldurk
3e45d2775b
Factor version number out in C++ code
...
* Fewer places to update with the version number.
* Linux can now use this natively rather than passing via Makefile var
2014-09-09 23:39:59 +01:00
baldurk
e68162ccb3
Bump version numbers to 0.21, as we're closer to that than 0.20 now
2014-08-25 12:41:30 +01:00
baldurk
c38affcded
Initial commit of existing code.
...
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00