baldurk
bd97664681
Fix incorrect copy-pasted title on docs page
2018-07-26 17:24:24 +01:00
baldurk
8d5081abc4
Remap generic compressed formats to uncompressed on GL
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* This is legal according to the spec, as the implementation is allowed to not
compress if there is no appropriate compressed format.
2018-07-25 18:32:20 +01:00
baldurk
01f51f2948
Fix handling of shader model CheckFeatureSupport queries. Closes #1051
2018-07-25 17:59:57 +01:00
baldurk
5f2de9df05
Use sigaction to create Qt-compatible handler to reap zombie processes
2018-07-25 17:36:31 +01:00
baldurk
6b6127d965
Update zstd to v1.3.5. Closes #1046
2018-07-25 17:36:30 +01:00
baldurk
0b31bded74
Bump version to v1.2
2018-07-25 16:55:57 +01:00
baldurk
c7d5aa863e
Don't modify list of environment modifications when launching process
v1.1
2018-07-25 15:45:49 +01:00
baldurk
94694e0923
Fix processing of --updatedone
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* Mark update as not available before starting up and creating main window.
2018-07-24 17:49:32 +01:00
baldurk
bf29896f96
Fix buffer readback on vulkan not advancing source offset for copies
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* This would affect anything that displayed more than 16MB of buffer data in the
UI, as well as replay proxying with the remote server displaying more than
16MB of buffer data.
2018-07-24 15:51:32 +01:00
baldurk
df4458e6d0
Fix bad loop count when inserting data into rdcarray
2018-07-24 15:51:31 +01:00
baldurk
b08e9c76c0
Fix incorrectly reversed check for progress of capture transfers
2018-07-24 15:51:30 +01:00
baldurk
a434097f85
Add missing initialisation of GLWindowingData members
2018-07-24 15:51:30 +01:00
baldurk
146283fdde
Fix using OpenGL as local proxy for remote replay. Closes #1047
2018-07-24 15:51:29 +01:00
baldurk
a65903938a
Clear GL dispatch table when using EGL on linux too. Closes #1040
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* We can't call functions in libGL.so when using GLES, since it might be
incompatible.
2018-07-24 15:51:28 +01:00
baldurk
63ff47499d
Fix fake vulkan hooks to use specific library if available. Refs #1040
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* RTLD_NEXT won't work if the library is loaded via RTLD_LOCAL (which the vulkan
loader does). So instead we should keep the actual handle via a registered
library hook and use that.
2018-07-24 15:51:28 +01:00
baldurk
5e911bb7c8
Don't rely on linux GL library exporting all symbols. Closes #1048
2018-07-24 15:51:27 +01:00
baldurk
8410cfd5ab
Update documentation for latest code changes and features.
2018-07-18 16:23:11 +01:00
baldurk
090c9b6b4f
Handle a NULL vertex buffer in vulkan state
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* It's perfectly valid to have a vertex buffer in slots 0 and 4 with nothing in
between, so we should be sure to skip any invalid vertex buffer bindings.
2018-07-18 16:23:10 +01:00
baldurk
c753cbf238
Fix incorrect assert
2018-07-18 16:23:10 +01:00
James Rumble
c9f3905a8e
Pass unwrapped device handle down dispatch chain in debug extensions
2018-07-18 15:25:40 +01:00
baldurk
6774312e77
Fix handling of addr2line output in linux callstacks
2018-07-17 20:16:29 +01:00
baldurk
bf773cd1de
Restore mistakenly deleted implementation of ResolveQueryData
2018-07-17 20:16:28 +01:00
baldurk
b334361e05
Inherit original FrontCounterClockwise for D3D12 backface cull overlay
2018-07-17 20:16:28 +01:00
baldurk
8d520cd1fb
Use non-shader visible descriptor for temp descriptors
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* Although not documented or mentioned in the debug layers, when getting a temp
descriptor for a UAV clear, it must be from a non-shader visible heap.
2018-07-17 20:16:27 +01:00
baldurk
d77fac4c6a
Fix backwards compatible serialise of RTsSingleHandleToDescriptorRange
2018-07-17 20:16:27 +01:00
baldurk
810a3e77a5
Reset command allocators each frame, after syncing GPU
2018-07-16 23:38:07 +01:00
baldurk
5ff58a0941
Fix 32-bit index decode in GL vertex picking
2018-07-16 23:38:06 +01:00
baldurk
e2d228d5f2
Handle broken GetDeviceProcAddr behaviour ourselves
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* This might be handled by the ICD using app-profiles, but we replace the app-
profile with our own for safety so we need to handle this one.
2018-07-16 23:38:06 +01:00
baldurk
6418efb7e8
Handle unsized SRGB formats
2018-07-13 20:06:58 +01:00
baldurk
b470141322
Denote updates to prevent wasteful repeated work adding usage entries
2018-07-13 20:06:57 +01:00
baldurk
201dd1c9b4
Don't sort while inserting data into performance counter viewer table
2018-07-13 20:06:57 +01:00
baldurk
2bb263102b
Set gl_CurChunk in release as well as development builds.
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* Yes I know - shocking, but release builds also need to know which function was
called!
2018-07-13 15:43:57 +01:00
baldurk
7b8380cba7
Print out GL chunk value if it's unexpected
2018-07-13 15:43:57 +01:00
baldurk
10b82e6255
Fix possible race condition with capture loading
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* The event browser called SetEventID from OnCaptureLoaded, which would then
call OnEventChanged on all viewers, which if they kicked off work could happen
at the same time as the later call to OpCaptureLoaded for them.
* In the mesh viewer this seemed to lead to a race condition and had a chance to
corrupt memory.
2018-07-13 15:43:55 +01:00
baldurk
71c104761a
Fix sRGB handling on GLES
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* Check for EXT_sRGB_write_control extension before enabling. The equivalent
extension EXT_framebuffer_sRGB on desktop GL has been core since 3.1.
* Look for EGL_KHR_gl_colorspace extension and request an sRGB surface when
creating window surfaces.
2018-07-13 15:43:55 +01:00
baldurk
e8e7aea693
Fix off-by-one character error in immediate mode GL text rendering
2018-07-12 15:33:54 +01:00
baldurk
b0378e9858
Don't try and fetch fbconfig for NULL context in glXMakeCurrent
2018-07-12 15:33:54 +01:00
baldurk
64006a856c
Register library hook even if callback is NULL. Refs #1040
2018-07-12 15:33:53 +01:00
baldurk
fd5612e30a
Change RENDERDOC_HOOK_EGL to a runtime option on an env var
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* Environment variables are not user-friendly, but I don't want to promote this
to a capture option since it's so niche.
* In future perhaps it will be feasible to support selecting an arbitrary API
to capture, or even capturing multiple APIs simultaneously - though with GLES-
on-GL that will be quite difficult.
2018-07-12 15:33:53 +01:00
baldurk
7670c125c0
Fix EGL order-of-operations on windows
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* On windows we can load libEGL which then loads opengl32.dll, so we ensure that
opengl32.dll is loaded first at startup rather than have it appear last-minute
in a recursive call.
* Likewise, when using EGL we forcibly forget all GL function pointers and fetch
them through eglGetProcAddress, rather than having a mix-and-match dispatch
table.
2018-07-12 15:33:52 +01:00
baldurk
ec81a0329a
Fix original pointers not being fetched for modules fetched last-minute
2018-07-12 15:33:52 +01:00
baldurk
15bb970dd9
Don't try to create indirect draw buffer while structured exporting
2018-07-12 15:33:51 +01:00
baldurk
ba78e08394
Fix crash if VkImportMemoryWin32HandleInfoKHR::name is NULL
2018-07-12 15:33:51 +01:00
baldurk
57f2cabc9b
Initialize device properties that might not all be filled out to 0
2018-07-12 15:33:50 +01:00
baldurk
d72cfa58c7
Ensure we unwrap pNext chain on replay in vkQueueSubmit
2018-07-12 15:33:50 +01:00
baldurk
85cddfff07
Fix display calculation overflowing for large scrollbars
2018-07-12 15:33:50 +01:00
baldurk
3c7287cead
Set driver for hooks earlier on WGL
2018-07-11 19:32:16 +01:00
baldurk
b955ef0b52
Support a NULL window for functions that only need it for dialogs
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* Primarily useful for Python where threading can cause problems, and there's no
need.
2018-07-11 19:32:16 +01:00
baldurk
64c6c1affc
Check for eglQueryString returning NULL
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* This seems to happen sometimes during early startup on Android.
2018-07-11 19:32:15 +01:00
baldurk
504ebe5a1a
Fill in compute shader inputs (thread/group ID variants). Refs #1038
2018-07-10 14:53:35 +01:00