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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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