Commit Graph

4857 Commits

Author SHA1 Message Date
baldurk 87ed2fcd95 Fix a typo in groupbox name 2017-01-24 19:17:00 +00:00
baldurk 35b951b37c Don't show tree for widgets in GL pipeline viewer - no array binds 2017-01-24 19:07:00 +00:00
baldurk d0aec2197d Implement GL pipeline state viewer for Qt 2017-01-24 19:02:29 +00:00
baldurk a200ed8455 Tweak grid layout lines to match up better for non-square tables 2017-01-24 19:00:57 +00:00
baldurk 1983414560 Make sure to swap channels when saving BGRA formats. Refs #495 2017-01-24 16:24:36 +00:00
baldurk 31c29c3149 Give Vulkan shader stage structs in pipeline state consistent names 2017-01-24 12:12:33 +00:00
baldurk 581c55f615 Add a log message when a capture is closed for better post-mortem debug 2017-01-24 10:15:14 +00:00
baldurk d368cf2919 Require GL_ARB_gpu_shader5 for gl_SampleMaskIn in quad write shader 2017-01-24 10:14:55 +00:00
baldurk 7ef73f92ef Add shader viewer (view only - not edit/debug) using Scintilla widget 2017-01-23 19:09:29 +00:00
baldurk 2e9167b08e Add Scintilla 3.7.2 to qrenderdoc to build in directly 2017-01-23 19:09:29 +00:00
baldurk 67e806a8c1 Remove unused rdctype::array constructor 2017-01-23 19:09:28 +00:00
Pierre-Loup A. Griffais b335d32424 posix process: don't crash on malformed environment 2017-01-23 19:09:28 +00:00
baldurk bda5c71a3e Fix path to resources.qrc in AboutDialog.ui 2017-01-23 19:09:28 +00:00
baldurk 1c29bcfec7 Look for renderdoccmd.exe in development environment folder structure
* This means that if you just build Win32 and x64 matching, then it will
  all work, no need to manually copy into the deployed folder structure.
2017-01-23 19:09:28 +00:00
Steve Legg 87adee1bf1 Implement multi-instance mesh picking 2017-01-20 16:12:48 +00:00
Steve Legg a41c35b764 Fix mesh picking with perspective camera 2017-01-20 16:12:36 +00:00
baldurk 92c697618a Compile fixes for VS2015 (variable shadowing and 32-bit size_t) 2017-01-18 14:55:49 +00:00
baldurk 43b66df816 Correct byte size calculation for D3D12 array textures 2017-01-18 14:26:36 +01:00
baldurk a59ebcbc3b For large D3D12 upload heap buffers, allocate on default heap instead
* The cost of memcpy'ing data across to upload heap buffers for initial
  contents and maps is significant, so for large buffers it's better to
  allocate them GPU-side so we can do GPU copies.
* This also means that maps cannot happen directly, so instead while
  reading we allocate a GPU-side copy of the map source data, and
  perform a buffer copy instead.
2017-01-18 14:26:11 +01:00
baldurk 112d750e30 Mute nonsense D3D12 debug message 2017-01-18 14:23:22 +01:00
baldurk 70b2976b9a Protect against crashing if VB is not bound 2017-01-18 13:05:37 +01:00
baldurk 9c1d8ae798 Compile fix for OS X - don't try to print a size_t in assert macro 2017-01-17 23:49:50 +00:00
baldurk 914bb63ffa Rework error logging of required extensions.
* There was some weird clang-format issue with the macro that this
  hopefully fixes. It also means less log spam if multiple extensions
  are missing.
2017-01-17 21:24:55 +00:00
baldurk 04c24ad855 Variable shadowing compile fix 2017-01-17 20:00:37 +00:00
baldurk e4a4c701cd Check GL version number to enable extensions that became core
* This means that even if the extension isn't reported in the string
  for whatever reason, we still mark it available. It saves on checks
  of (GLCoreVersion >= 43 || HasExt[foo]) all over the place.
2017-01-17 19:23:42 +00:00
baldurk 4f8d6d5c70 Add a few last things that need extension checks 2017-01-17 19:11:24 +00:00
baldurk 86200f1a10 Update documentation with new minimum requirements for OpenGL 2017-01-17 18:59:36 +00:00
baldurk 80e786427b Update messages if output window contexts fail to create 2017-01-17 18:59:27 +00:00
baldurk 8c91f5a808 Mark capture as degraded if we're missing key hardware capabilities
* This includes primarily compute shaders and image load/store
2017-01-17 18:59:07 +00:00
baldurk a05581621f Don't use GetBaseFormat/GetDataType where format could be compressed 2017-01-17 18:38:33 +00:00
baldurk 5c8fca5791 Require GL_ARB_shader_image_load_store for quad-overdraw resolve pass 2017-01-17 18:38:32 +00:00
baldurk a88486d380 Fix uint/int cast compile error 2017-01-17 18:38:32 +00:00
baldurk 5ea84f84ee Only re-interpret pixels from float to int if it was an int texture 2017-01-17 17:46:40 +00:00
baldurk 8f55abdde9 Check for extensions during replay for pipeline state save, tex display 2017-01-17 17:46:26 +00:00
baldurk 34834d802f Check for texture storage extension in vendor check 2017-01-17 16:55:38 +00:00
baldurk 21d6f41c97 Change GLSL shaders to compile at #version 150 and add #extensions
* For some #extensions we can fallback to a lesser path (or just drop
  that functionality - e.g. displaying cubemap arrays if there's no
  extension for it).
2017-01-17 16:55:26 +00:00
baldurk 031ea659be Fix check for glClipControl to check extension not just function pointer 2017-01-17 16:54:18 +00:00
baldurk 6be852bfa2 Check for extensions needed when creating replay shaders
* If a replay shader can't be created we'll just skip the replay
  functionality it is needed for.
2017-01-17 16:54:03 +00:00
baldurk e8456f5d36 Check and save the GLSL version, vs specifically checking for 420 2017-01-17 16:51:26 +00:00
baldurk ec41661f5f Remove replay-time use of buffer/texture storage
* Of course if the capture used the storage functions during capture,
  then they will still be used on replay. We are only removing extra
  usage here for internal textures/buffers
2017-01-17 16:47:46 +00:00
baldurk d214098dce Create the highest versioned context possible on replay 2017-01-17 11:02:47 +00:00
baldurk 2b722541e7 Compile/warning fixes 2017-01-17 11:02:46 +00:00
baldurk 00ebb7d8a3 Check for SSBO support before introspecting programs for SSBO binds 2017-01-17 11:02:45 +00:00
baldurk ed358ab8a3 Check extensions properly for GL state fetch and apply 2017-01-17 11:02:45 +00:00
baldurk 97e11a45a3 Fix a minor typo 2017-01-17 11:02:44 +00:00
baldurk 69bb551f22 Make sure enable bits in GL render state are properly extension guarded 2017-01-17 11:02:43 +00:00
baldurk 07df2cc37c Check for KHR_debug when calling glDebugMessageCallback 2017-01-17 11:02:43 +00:00
baldurk 8fb49d08f3 Reduce minimum requirements for replay to 3.2 + a few extensions
* The checking for a capable replay context is centralised so there's
  less code duplication between linux (GLX) and windows (WGL)
2017-01-17 11:02:42 +00:00
baldurk a9fb044874 Pass through texture swizzles on FBO attachments and display 2017-01-17 11:02:41 +00:00
baldurk 16dd02a4a4 Check that texture swizzle extension is available before using it 2017-01-17 11:02:41 +00:00