Commit Graph
7783 Commits
Author SHA1 Message Date
baldurk 7de19f4c35 List an encoding for shader debuginfo source. Add HLSL/spvas to enum 2018-08-09 16:56:50 +01:00
baldurk 492a9bf828 Add QByteArray cast for bytebuf 2018-08-09 16:56:50 +01:00
baldurk 3ddeea088c Draw a divider in toolbuttons with menu dropdowns 2018-08-09 16:56:49 +01:00
baldurk de59556c3b Don't allow HTML pipeline export with no capture loaded 2018-08-09 16:56:49 +01:00
baldurk 74b71f538c Remove mistaken log print leftover from debugging 2018-08-09 16:56:48 +01:00
baldurk 2fc67467e2 Don't add empty API name to analytics - indicates failure to load 2018-08-09 16:56:47 +01:00
baldurk d7e4060698 Make sure we don't open a shader viewer with an unbound shader 2018-08-07 12:42:52 +01:00
baldurk 2c58f4092a Support typedefs in SPDB type decoding 2018-08-07 12:42:51 +01:00
baldurk 4e6c3ead41 Nudge users reporting bugs on old builds to update to the latest version 2018-08-07 12:42:51 +01:00
baldurk fee02414cb Don't resize to negative size if reading length fails for any reason 2018-08-07 12:42:50 +01:00
baldurk feee30c15e Set UI value of CaptureAllCmdLists from settings 2018-08-07 12:42:50 +01:00
baldurk 2326677955 Allow grouping auto-passes with multi-draw draws 2018-08-06 17:28:36 +01:00
baldurk fbec9c13aa If sphinx_rtd_theme_chm_friendly directory is missing, use normal theme 2018-08-06 17:28:35 +01:00
baldurk 8e2a2b13c1 Clean up handling of internal resources
* This reduces code complexity and divergence between the backends, as well as
  prevents internal resources in captures from being included when 'Ref All
  Resources' is enabled.
2018-08-06 16:48:04 +01:00
baldurk 98e4a5b613 Set gl_CurChunk for creating client-memory IB buffers 2018-08-06 16:23:04 +01:00
baldurk 9e3147d021 Save treeview expansion state while browsing. Closes #678, Closes #1034
* This is supported currently in the API inspector, constant buffer previewer, and resource inspector.
* The saved expansions are only saved while the capture is open, and will be reset each time.
2018-08-06 16:23:03 +01:00
baldurk 74528c4d15 Allow saving state internally by key as well as externally 2018-08-06 16:23:03 +01:00
baldurk edc5815463 Move expansion saving to RDTreeView so it can be used in more places. 2018-08-06 16:23:02 +01:00
baldurk 7d55ecbc48 Add 'capture frame immediately' button
* This should be more obvious especially on e.g. android where there's no
  overlay and key shortcut.
2018-08-06 16:23:02 +01:00
baldurk 889904e155 Make message about closing android studio even more explicit 2018-08-06 16:23:02 +01:00
baldurk 10029d4b1d Don't bypass wglDX functions used for interop 2018-08-06 11:22:00 +01:00
baldurk 03c2507a25 Linux compile fix 2018-08-03 17:35:57 +01:00
baldurk cbcfe85d97 Use natural human sort for resources in resource inspector. Refs #1034 2018-08-03 16:52:13 +01:00
baldurk f36701779c Display <empty> as custom name if an empty string is set.
* In cases where the API doesn't consider an empty string to be ignored.
2018-08-03 16:52:13 +01:00
baldurk 9f7304c780 Add sleep to posix library startup to avoid race. Closes #857
* On win32 we can get the target control port instantly and immediately connect
  before program startup, on posix systems we must wait until afterwards and
  poll for open sockets.
* This means there's a small window of opportunity where the program may have
  started running but we haven't connected yet to send any initial commands.
  Adding a sleep should give target control time to connect.
2018-08-03 16:52:13 +01:00
baldurk 104072debe Only mark resources as dirty if they are still alive
* We can have dangling references to resources due to descriptor binding
  references, so ignore any IDs that are no longer valid.
2018-08-03 14:47:16 +01:00
baldurk cbbce5b033 Do index buffer remapping in vulkan
* This allows vulkan to handle index buffers with huge differences between
  minimum and maximum indices without over-allocating.
* It does mean we can no longer use the original index buffer as-is without
  changes, but this is a fair trade-off.
2018-08-03 14:47:16 +01:00
baldurk d79ead308f Make a little more room in VTX/IDX columns in buffer viewer 2018-08-03 14:47:15 +01:00
baldurk 84a90bfdaf Update RenderDoc API version to 1.2.0, add new function. Closes #1037
* The new function SetCaptureFileComments allows users to add comments to a
  capture after creating it at any time.
* We also use anonymous union to remove the need to duplicate API structs for
  backwards compatibility.
2018-08-03 11:16:24 +01:00
baldurk 27de5beb76 Remove dos newline characters from comments edited in UI 2018-08-03 11:16:23 +01:00
baldurk 9774c9be9b Use remapped set of physical devices to create device. Closes #1062
* m_ReplayPhysicalDevices contains the physical devices enumerated on replay,
  which could be arbitrary and not matching etc.
* m_PhysicalDevices contains the physical devices remapped in order to produce
  the closets match to the capture's PD in each slot, using the PDs available.
2018-08-03 11:16:23 +01:00
baldurk 7061830f52 Mark resources as clean immediately when they are released 2018-08-03 11:16:22 +01:00
baldurk a1dca66f76 Add sleep to RGP worker thread loop 2018-08-03 11:16:22 +01:00
baldurk 04dc71ce32 Fix compilation of depth MSAA <-> Array shaders on Vulkan
* glslang doesn't like the GL_ARB_sample_shading extension
2018-08-02 18:44:31 +01:00
baldurk 1ab163d1d5 Add ignore of gdi32full.dll
* We don't want to hook gdi32full.dll for the same reason as gdi32.dll - we just
  catch function calls going in, not coming out at a 'system' level.
2018-08-02 18:44:30 +01:00
baldurk 948274189c Don't register live resources during capture
* Otherwise we try and delete these resources on shutdown, which we shouldn't.
2018-08-02 11:32:43 +01:00
baldurk e636b610f9 Get DataType from internal format if there's no hint
* dataType would never have been eGL_NONE previously, since it's either set to
  the hint or eGL_UNSIGNED_BYTE.
2018-08-02 11:32:43 +01:00
baldurk fa7fab9eb4 Speed up application of upload heaps on D3D12 captures
* If we keep the data in CPU memory since we're going to need to CPU upload
  anyway, the copy goes significantly faster.
2018-08-02 01:18:01 +01:00
baldurk 39258daff7 Ensure GetProcAddress is populated first
* This makes sure that we have glXGetProcAddress / eglGetProcAddress available
  first so that we can then bootstrap and fetch other functions.
2018-08-01 23:55:33 +01:00
baldurk 1443422cf7 Use libGL.so.1 instead of libGL.so for dynamic access 2018-08-01 23:55:30 +01:00
Oliver Fallowsandbaldurk 13375dc722 Use free stack for wrapped pools 2018-08-01 18:58:16 +01:00
baldurk 955f41a074 Don't allow registered x86 layer to hide a non-registered x64 layer 2018-08-01 18:41:59 +01:00
baldurk 59529d4f42 Don't infinite loop if encountering invalid characters in hlslDefines 2018-08-01 18:09:32 +01:00
baldurk 13bff84c8e Serialise thumb separately in XML/ZIP import
* That means that if the thumb is missing we don't try and use the last buffer
  as a thumb when it's not.
2018-08-01 17:29:40 +01:00
baldurk 05dd4e1946 Fix serialisation of number of subresource in D3D11 initial state
* The serialised value changes the number of serialised buffers later, so it
  must be saved exactly right and not post-multiplied with data that won't be
  available during structured import.
2018-08-01 17:29:40 +01:00
baldurk 34b1d0ecf9 Fetch all samples when caching MSAA textures for replay proxy 2018-08-01 17:29:39 +01:00
baldurk a82c7a10d3 Implement proxied MSAA texture contents on OpenGL 2018-08-01 17:29:39 +01:00
baldurk 05a9318dc9 Don't query sampler params from MSAA textures 2018-08-01 17:29:38 +01:00
baldurk 602b5db72b Re-swizzle D24S8 textures on GL into the order expected for texture data 2018-08-01 17:29:38 +01:00
baldurk 92d414780f Only do early channelExtract splatting for regular formatted textures 2018-08-01 17:29:37 +01:00