baldurk
8e2a2b13c1
Clean up handling of internal resources
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* This reduces code complexity and divergence between the backends, as well as
prevents internal resources in captures from being included when 'Ref All
Resources' is enabled.
2018-08-06 16:48:04 +01:00
baldurk
98e4a5b613
Set gl_CurChunk for creating client-memory IB buffers
2018-08-06 16:23:04 +01:00
baldurk
9e3147d021
Save treeview expansion state while browsing. Closes #678 , Closes #1034
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* This is supported currently in the API inspector, constant buffer previewer, and resource inspector.
* The saved expansions are only saved while the capture is open, and will be reset each time.
2018-08-06 16:23:03 +01:00
baldurk
74528c4d15
Allow saving state internally by key as well as externally
2018-08-06 16:23:03 +01:00
baldurk
edc5815463
Move expansion saving to RDTreeView so it can be used in more places.
2018-08-06 16:23:02 +01:00
baldurk
7d55ecbc48
Add 'capture frame immediately' button
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* This should be more obvious especially on e.g. android where there's no
overlay and key shortcut.
2018-08-06 16:23:02 +01:00
baldurk
889904e155
Make message about closing android studio even more explicit
2018-08-06 16:23:02 +01:00
baldurk
10029d4b1d
Don't bypass wglDX functions used for interop
2018-08-06 11:22:00 +01:00
baldurk
03c2507a25
Linux compile fix
2018-08-03 17:35:57 +01:00
baldurk
cbcfe85d97
Use natural human sort for resources in resource inspector. Refs #1034
2018-08-03 16:52:13 +01:00
baldurk
f36701779c
Display <empty> as custom name if an empty string is set.
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* In cases where the API doesn't consider an empty string to be ignored.
2018-08-03 16:52:13 +01:00
baldurk
9f7304c780
Add sleep to posix library startup to avoid race. Closes #857
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* On win32 we can get the target control port instantly and immediately connect
before program startup, on posix systems we must wait until afterwards and
poll for open sockets.
* This means there's a small window of opportunity where the program may have
started running but we haven't connected yet to send any initial commands.
Adding a sleep should give target control time to connect.
2018-08-03 16:52:13 +01:00
baldurk
104072debe
Only mark resources as dirty if they are still alive
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* We can have dangling references to resources due to descriptor binding
references, so ignore any IDs that are no longer valid.
2018-08-03 14:47:16 +01:00
baldurk
cbbce5b033
Do index buffer remapping in vulkan
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* This allows vulkan to handle index buffers with huge differences between
minimum and maximum indices without over-allocating.
* It does mean we can no longer use the original index buffer as-is without
changes, but this is a fair trade-off.
2018-08-03 14:47:16 +01:00
baldurk
d79ead308f
Make a little more room in VTX/IDX columns in buffer viewer
2018-08-03 14:47:15 +01:00
baldurk
84a90bfdaf
Update RenderDoc API version to 1.2.0, add new function. Closes #1037
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* The new function SetCaptureFileComments allows users to add comments to a
capture after creating it at any time.
* We also use anonymous union to remove the need to duplicate API structs for
backwards compatibility.
2018-08-03 11:16:24 +01:00
baldurk
27de5beb76
Remove dos newline characters from comments edited in UI
2018-08-03 11:16:23 +01:00
baldurk
9774c9be9b
Use remapped set of physical devices to create device. Closes #1062
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* m_ReplayPhysicalDevices contains the physical devices enumerated on replay,
which could be arbitrary and not matching etc.
* m_PhysicalDevices contains the physical devices remapped in order to produce
the closets match to the capture's PD in each slot, using the PDs available.
2018-08-03 11:16:23 +01:00
baldurk
7061830f52
Mark resources as clean immediately when they are released
2018-08-03 11:16:22 +01:00
baldurk
a1dca66f76
Add sleep to RGP worker thread loop
2018-08-03 11:16:22 +01:00
baldurk
04dc71ce32
Fix compilation of depth MSAA <-> Array shaders on Vulkan
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* glslang doesn't like the GL_ARB_sample_shading extension
2018-08-02 18:44:31 +01:00
baldurk
1ab163d1d5
Add ignore of gdi32full.dll
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* We don't want to hook gdi32full.dll for the same reason as gdi32.dll - we just
catch function calls going in, not coming out at a 'system' level.
2018-08-02 18:44:30 +01:00
baldurk
948274189c
Don't register live resources during capture
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* Otherwise we try and delete these resources on shutdown, which we shouldn't.
2018-08-02 11:32:43 +01:00
baldurk
e636b610f9
Get DataType from internal format if there's no hint
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* dataType would never have been eGL_NONE previously, since it's either set to
the hint or eGL_UNSIGNED_BYTE.
2018-08-02 11:32:43 +01:00
baldurk
fa7fab9eb4
Speed up application of upload heaps on D3D12 captures
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* If we keep the data in CPU memory since we're going to need to CPU upload
anyway, the copy goes significantly faster.
2018-08-02 01:18:01 +01:00
baldurk
39258daff7
Ensure GetProcAddress is populated first
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* This makes sure that we have glXGetProcAddress / eglGetProcAddress available
first so that we can then bootstrap and fetch other functions.
2018-08-01 23:55:33 +01:00
baldurk
1443422cf7
Use libGL.so.1 instead of libGL.so for dynamic access
2018-08-01 23:55:30 +01:00
Oliver Fallows
13375dc722
Use free stack for wrapped pools
2018-08-01 18:58:16 +01:00
baldurk
955f41a074
Don't allow registered x86 layer to hide a non-registered x64 layer
2018-08-01 18:41:59 +01:00
baldurk
59529d4f42
Don't infinite loop if encountering invalid characters in hlslDefines
2018-08-01 18:09:32 +01:00
baldurk
13bff84c8e
Serialise thumb separately in XML/ZIP import
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* That means that if the thumb is missing we don't try and use the last buffer
as a thumb when it's not.
2018-08-01 17:29:40 +01:00
baldurk
05dd4e1946
Fix serialisation of number of subresource in D3D11 initial state
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* The serialised value changes the number of serialised buffers later, so it
must be saved exactly right and not post-multiplied with data that won't be
available during structured import.
2018-08-01 17:29:40 +01:00
baldurk
34b1d0ecf9
Fetch all samples when caching MSAA textures for replay proxy
2018-08-01 17:29:39 +01:00
baldurk
a82c7a10d3
Implement proxied MSAA texture contents on OpenGL
2018-08-01 17:29:39 +01:00
baldurk
05a9318dc9
Don't query sampler params from MSAA textures
2018-08-01 17:29:38 +01:00
baldurk
602b5db72b
Re-swizzle D24S8 textures on GL into the order expected for texture data
2018-08-01 17:29:38 +01:00
baldurk
92d414780f
Only do early channelExtract splatting for regular formatted textures
2018-08-01 17:29:37 +01:00
baldurk
d93ad942f2
Fix component type/count values for depth/stencil GL types
2018-08-01 17:29:37 +01:00
baldurk
9c1b7f1d79
Implement proxied MSAA texture contents on D3D11
2018-08-01 17:29:36 +01:00
baldurk
0b6f735ad2
Tidy up vertex-fragment structures in HLSL shaders
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* Fix a few mismatches and delete wireframeV2F which is not needed in any other
shaders but the mesh rendering path. Others just need SV_Position.
2018-08-01 17:29:36 +01:00
baldurk
196daacfb4
Don't clear selection when clicking on an item. Closes #1061
2018-08-01 17:29:35 +01:00
baldurk
92a9024127
Fix data-size calculation for UpdateSubResource. Closes #1059
2018-07-31 14:37:41 +01:00
baldurk
baa46cd2cb
Mark resources in UpdateSubresource as frame-referenced
2018-07-31 14:37:40 +01:00
baldurk
085b320ac2
Make sure even if we're not reading from adb that we hide its window
2018-07-31 14:37:40 +01:00
baldurk
3d519698e6
Ensure we handle filename == NULL in dlopen correctly. Closes #1058
2018-07-31 14:37:38 +01:00
baldurk
df1a494fa7
Add friendlier error if trying to use Android < 6.0 device. Closes #1060
2018-07-31 14:37:38 +01:00
baldurk
5293a2c991
If creating EGL GLES3 context fails, try without debug bit. Refs #1052
2018-07-30 13:02:11 +01:00
baldurk
d060eb354e
don't wait for adb start-server as it may never exit
2018-07-26 17:37:12 +01:00
baldurk
9cbfad59b9
Fix typo'd check in previous commit
2018-07-26 17:27:48 +01:00
baldurk
6c10eb8efd
Fix serialisation of passing NULL to 'multi-bind' GL funcs. Closes #1041
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* This is treated as if it was an array of all 0s.
2018-07-26 17:24:30 +01:00