Commit Graph

37 Commits

Author SHA1 Message Date
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