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