Commit Graph

9907 Commits

Author SHA1 Message Date
baldurk 82745ce562 Add some markers to vulkan texture zoo data rendering 2019-12-19 21:50:13 +00:00
baldurk a0023d84cd Fix use-after-free with dangling reference while splitting subresources 2019-12-19 21:50:13 +00:00
baldurk 27098f8f70 Give our threads debugger-friendly names 2019-12-19 21:50:13 +00:00
baldurk 2620f0bb8c Add missing BGR flip for UINT/SINT textures in vulkan texture zoo 2019-12-19 21:50:13 +00:00
Steve Karolewics 36906d9edf Try to clear the depth buffer for the ClearBeforePass/Draw overlays
This functionality can be very valuable when debugging shadow map
rendering, for example. Because the correct value to clear to might not
be known, the depth function is checked to see what to clear to. If the
depth function is equal, not equal, or always, depth is not cleared, to
avoid producing incorrect (and not useful) results.
2019-12-19 21:50:01 +00:00
Yevhenii Kolesnikov e46837b332 Update Vulkan environment variable on Linux
Update variable for enabling Vulkan Renderdoc capture on Linux.

Signed-off-by: Yevhenii Kolesnikov <yevhenii.kolesnikov@globallogic.com>
2019-12-19 15:30:44 +00:00
baldurk 3dcdeb55b9 Don't force register mapping component to 0 for built-ins. Closes #1646 2019-12-19 08:56:25 +00:00
baldurk fe405462bf Fix backbuffer readbacks on headless mesh outputs on Vulkan
* We were trying to readback from an MSAA texture - not allowed. Need to resolve
  first.
2019-12-18 21:26:56 +00:00
baldurk e38c000da9 Fix D3D11 replay wrongly complaining about processed chunks 2019-12-18 21:26:13 +00:00
baldurk c22a5f3622 Add GL test helper to make compute program 2019-12-18 19:09:18 +00:00
baldurk 7f6308b065 When creating initial states for MSAA textures, don't copy to array
* On serialise we get an MSAA texture ready for apply, so we can skip this step.
2019-12-18 19:09:18 +00:00
baldurk 8bbc418f49 Ignore serialised glUniformBlockBinding calls for unknown programs 2019-12-18 19:09:18 +00:00
baldurk e9bb5a8219 Initialise color when doing manual resolve on GL 2019-12-18 19:09:18 +00:00
baldurk 7ff0796b89 Check for incomplete textures on OpenGL. closes #214 2019-12-18 19:09:18 +00:00
baldurk 281a82148f Don't query for built-in gl_* binding locations
* We already avoid replaying and setting these, but we shouldn't query them
  either.
2019-12-18 19:09:18 +00:00
baldurk cde17e9710 Set NEAREST sampling for textures in GL texture zoo
* This is needed particularly for integer textures which are incomplete if
  sampled (even with a non-sampling instruction) with the default LINEAR
  filtering.
2019-12-18 19:09:18 +00:00
baldurk 2fa73e32fe Fix false-positive error when shutting down outputs 2019-12-18 19:09:18 +00:00
baldurk d2ac81da28 Don't linear sample integer textures in GL texture rendering
* This makes the texture incomplete.
2019-12-18 19:09:18 +00:00
baldurk b123ef42a9 Check that our MSAA sample count is supported in GL texture zoo test 2019-12-18 19:09:18 +00:00
baldurk a8301168fc Fix broken D3D12 capture loading 2019-12-18 19:09:18 +00:00
baldurk 2f076e69ff Ensure mesh control structs have sensible defaults 2019-12-18 19:09:17 +00:00
baldurk 50da67195c Add missing Create*WindowingData to documented functions 2019-12-18 19:09:17 +00:00
baldurk d49ab4d307 Update vulkan platform headers to latest
* Minor formatting changes mostly
2019-12-18 19:09:17 +00:00
Steve Karolewics 99b578e5a3 Implement func to compute math intrinsics for D3D12 shader debugging 2019-12-18 10:42:22 +00:00
baldurk 2c80a7206b Enable 'enum value not handled' warning on MSVC, fix issues
* Mostly we add an explicit default: break but in some cases we add explicit
  cases and/or error messages.
2019-12-17 18:02:10 +00:00
baldurk 6f58c680c7 Ensure chunks are explicitly handled so we get a warning if we miss one 2019-12-17 18:02:10 +00:00
baldurk 82b2c578f5 Add missing cases for replaying timeline semaphore chunks 2019-12-17 18:01:38 +00:00
baldurk e302ecfe83 Don't leak target control handle 2019-12-17 15:51:16 +00:00
baldurk 93b0d65726 Override new/delete for structured data objects to go through our allocs
* Otherwise if structured data cross a module boundary the (de)allocation could
  fail.
* We also ban new/delete for structs that don't need it
2019-12-17 14:51:11 +00:00
baldurk 36d9dc34bc Fix text rendering overlapping split lines on top of each other 2019-12-17 14:51:11 +00:00
baldurk 4b1bef5046 Fix backwards check on contains() 2019-12-17 14:51:11 +00:00
baldurk 0c3b9d8a8c Fix default expected location of local android builds 2019-12-17 10:46:29 +00:00
baldurk 453f8c6a2d Fix opening local abstract sockets 2019-12-17 10:46:17 +00:00
baldurk 9f53163e4b Fix RGP begin/end markers without any padding 2019-12-17 09:50:41 +00:00
baldurk 3bc45331af Fix VS2017 warning 2019-12-16 19:40:31 +00:00
baldurk 8a05f4f26e Further apple fixes 2019-12-16 19:36:17 +00:00
baldurk b52e3746f9 Fix apple compilation 2019-12-16 18:49:54 +00:00
baldurk d5ec212645 Change tautological compare warning flags 2019-12-16 18:36:37 +00:00
baldurk 4481f6f3a9 Add note to CONTRIBUTING guidelines about avoiding STL use 2019-12-16 18:10:32 +00:00
baldurk 05a70164f6 Remove use of legacy StringFormat::snprintf variants 2019-12-16 18:10:32 +00:00
baldurk 0e3b1f4129 Add tautological compare warnings to clang builds
* This should help catch any accidental use of size_t with rdcstr find functions
2019-12-16 18:10:32 +00:00
baldurk 14d01ff995 Remove support for serialising STL types, remove STL interop 2019-12-16 18:10:32 +00:00
baldurk dc72949d02 Remove std::vector/std::string use from D3D8/9 drivers and DXGI 2019-12-16 18:10:32 +00:00
baldurk 37a255c8a4 Remove std::vector/std::string use from D3D12 driver 2019-12-16 18:10:32 +00:00
baldurk b850abdfa0 Remove std::vector/std::string use from D3D11 driver 2019-12-16 18:10:32 +00:00
baldurk 667f1cf8d1 Remove std::vector/std::string use from Vulkan driver 2019-12-16 18:10:31 +00:00
baldurk e76ade3c51 Remove std::vector/std::string use from GL driver 2019-12-16 18:10:31 +00:00
baldurk 1772222d66 Remove std::string/std::vector from shader projects 2019-12-16 18:10:31 +00:00
baldurk bd9f4fc389 Remove use of vector/string from core project
* This also affects the drivers via interfaces e.g. IReplayDriver and some
  utility functions.
2019-12-16 18:10:31 +00:00
baldurk c4ca8cb1d1 Reduce reliance on big public headers where possible
* Mostly moving includes from common headers to cpp where possible, and removing
  includes of the whole thing where only enums or rdcstr etc are needed.
2019-12-16 17:06:16 +00:00