Michael Rennie
81b75ebb74
ConstantBuffers must be <= 65536 on some drivers, and 16-byte aligned.
2016-09-09 15:43:25 +01:00
baldurk
208338b7b2
Handle initial contents being unprepared without crashing at least
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* The contents will still be undefined and garbage though
2016-09-08 20:25:24 +02:00
baldurk
2895ff848c
Don't mark resources dirty immediately from deferred context actions
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* Instead record the dirtied resources to be applied when executing the
resulting command list.
2016-09-08 20:22:46 +02:00
baldurk
5cc7519e92
Add compare-exchange function to Atomic
2016-09-08 20:19:56 +02:00
baldurk
d461e40711
When an unsupported API version is requested, print supported versions
2016-09-08 15:51:06 +02:00
baldurk
e51225d739
Add a link to the documentation at the top of renderdoc_app.h
2016-09-08 15:50:52 +02:00
baldurk
726425ee88
Keep chunk count valid with duplicated chunks
2016-09-08 15:50:36 +02:00
baldurk
668e445778
Allow C# side manual construction of ResourceIds from integers
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* This is primarily for ease-of-use from python scripting
2016-09-08 14:53:23 +02:00
baldurk
df326cf992
Rename python core object, so renderdoc can be the module/namespace
2016-09-08 14:45:27 +02:00
baldurk
b8bd7559d5
Make sure unmap chunks for textures are saved in the base record
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* Putting chunks in the subresource chunks is a no-no as these are never
actually referenced and pulled into the frame capture, they're just
used for locating the right data pointer. Putting an unmap in here
could lead to texture data going missing on replay if the texture was
never actually marked as dirty.
2016-09-08 14:43:51 +02:00
baldurk
0df4a0e2f3
If GetProcAddress for the real function returns NULL, don't hook func
2016-09-08 10:45:27 +02:00
baldurk
386dd58916
Don't try and fill cbuffer values that are invalid types (struct/object)
2016-09-06 18:29:01 +02:00
baldurk
b4f30d79cd
Don't do shader register renaming on anything but D3D11
2016-09-06 18:29:01 +02:00
baldurk
4e752c4c4e
Add a 'TDR' style timeout when debugging shaders
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* When debugging hits 100k cycles we consider that we're likely in an
infinite or very long running loop. This is about the limit for then
loading the trace in the UI in a semi-reasonable time, so prompt the
user to just abort and view what we have (up to the 100,000th cycle).
2016-09-06 18:29:01 +02:00
baldurk
3aeefc802f
Fixed some missing backwards compatibility code when flattening logs
2016-09-06 18:29:01 +02:00
baldurk
888d82b571
Remove Sleep(500) with global hook - was causing process creation stalls
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* This was for no good reason anyway. You absolutely shouldn't be
creating threads in DllMain... but if you do, don't delay return from
it to wait on those threads, as they won't even start until you've
returned. Ooops.
2016-09-06 18:29:01 +02:00
baldurk
6c1b60ef56
Don't count empty markers when thinking about faking profile markers
2016-09-06 18:29:01 +02:00
baldurk
446874e70a
Check for NULL textures array in glBindTextures (acts like array of 0s)
2016-09-06 18:29:01 +02:00
baldurk
06831aeaea
Re-add accidentally removed drawcall for ExecuteCommandList
2016-09-06 18:29:01 +02:00
baldurk
020c7e327a
Add note in CONTRIBUTING.md about removing merge commits from PRs
2016-09-06 18:29:01 +02:00
baldurk
f500e9b175
Add web IRC link to README.md, remove talk of beta builds, add docs link
2016-09-06 18:29:01 +02:00
Baldur Karlsson
812a5bfede
Merge pull request #348 from Anteru/patch-1
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Fix DockPanel link.
2016-09-06 12:37:40 +02:00
Matthäus G. Chajdas
bf1c2dc165
Fix DockPanel link.
2016-09-06 12:31:00 +02:00
baldurk
d53f1c632c
Fix 32-bit compile warning
2016-09-05 20:53:23 +02:00
baldurk
33b0a7f93b
Compile fixes for VS2015 on appveyor - variable shadowing warnings
2016-09-05 20:38:01 +02:00
baldurk
78ef96b2e7
Set up capturing to flatten/deinterleave deferred context recording
2016-09-05 20:12:40 +02:00
baldurk
1bd55068e3
Remove workaround for UpdateSubresource add deferred contexts on replay
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* It's still needed during capture, but we no longer replay on deferred
contexts, so the bug will not be triggered anymore.
2016-09-05 20:12:40 +02:00
baldurk
bef02d3081
Don't make FinishCommandList/ExecuteCommandList setmarker events
2016-09-05 20:12:39 +02:00
baldurk
aa55426cbb
Enable 'debug text' and set chunk lookup on flattened serialiser
2016-09-05 20:12:38 +02:00
baldurk
b36475cf9c
Remove now-unused functionality, context filter and deferred events
2016-09-05 17:55:12 +02:00
baldurk
c4784c4f6b
Add de-interleaving and flattening of deferred context captures
2016-09-05 17:33:32 +02:00
baldurk
7566f9baf0
Comment out #extension GL_ARB_derivative_control if GLSL 450 isn't there
2016-09-05 14:05:24 +02:00
baldurk
6544fb3470
Fix GL function pointer debug printing, loop was using wrong counter
2016-09-05 14:05:08 +02:00
baldurk
2f2afa820b
Add new chunk to store the params to IDXGISwapChain::Present. Refs #356
2016-09-05 13:33:17 +02:00
baldurk
68cb108995
Only warn about no connection to delete/save for non-local captures
2016-09-05 13:25:26 +02:00
baldurk
e39209c194
Don't try and read values from NULL, use implicit 0s. Refs #347
2016-09-05 13:08:20 +02:00
baldurk
1a2b2cca85
Mark resources as dirty when possibly written to in command buffers
2016-09-05 12:54:01 +02:00
baldurk
a85c5f6a27
Add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if not already there. Refs #345
2016-09-02 18:25:55 +02:00
baldurk
6d14b187c6
Give the drawcall column a range as well (min-max drawcall ID)
2016-09-02 18:01:48 +02:00
baldurk
9acd1777cd
Fully initialise structure
2016-09-02 14:48:07 +02:00
baldurk
cec838fe5d
Print more useful error message for unexpected cbuffer types
2016-09-01 17:54:30 +02:00
baldurk
f0d4547480
Don't try and bind a non-layered texture with a specific layer to an FBO
2016-09-01 17:45:57 +02:00
baldurk
e83bb9d7e9
Look up a real Window from a GLXWindow so we can do XGetGeometry
2016-09-01 17:45:57 +02:00
baldurk
20c6a461bb
Make sure to export the full GLX API set of functions
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* This helps fix capture on glfw on linux
2016-09-01 17:45:57 +02:00
baldurk
e96f980e66
Handle renderpasses with implicit attachment transitions. Closes #212
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* We need to make sure we track these transitions, both during capture
(so we have the right initial image states at frame begin), and during
replay.
* Likewise when repurposing a renderpass for isolating a drawcall, we
need to make sure the image layouts aren't transitioned - especially
from UNDEFINED - otherwise we'd end up with garbage data.
2016-09-01 17:45:57 +02:00
baldurk
9c0f20c6b0
Take parameter as const to emphasise that it's read-only
2016-09-01 17:45:57 +02:00
baldurk
f873ac57be
Comment out mostly harmless assert that first on UE4 constantly
2016-09-01 17:45:57 +02:00
Baldur Karlsson
87cd2b43f0
Merge pull request #343 from michaelrgb/master
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Fix replaying on 32bit ARM devices.
2016-08-31 22:36:21 +02:00
Michael Rennie
0ab8627353
Fix deserialising uint64_t on 32bit ARM device.
2016-08-31 18:06:04 +01:00
Michael Rennie
8a5efd8c8d
Handles are typed on 32bit, so cant take pointers.
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"error: passing NULL to non-pointer argument"
2016-08-31 17:56:10 +01:00