baldurk
8ff3ee93b5
Copy libGL force-inclusion hack from renderdoccmd to qrenderdoc
...
* Normally Qt uses libGL dynamically so this isn't an issue, but if Qt
is statically linked then we need this.
2017-02-22 17:17:15 +00:00
baldurk
9ffc18a5c0
Fix fetching glXCreateContextAttribsARB on mesa which was broken
...
* The function isn't exported via dlsym, so it needs to be fetched via
glXGetProcAddress. Calling our own internal wrapper will fetch the
real pointer and populate it.
2017-02-22 15:47:10 +00:00
baldurk
fd0a9bee70
Copy in pythonlibs.zip as part of the build process if it exists
2017-02-22 14:53:10 +00:00
baldurk
a41c5db715
Don't look for binding clashes with a NULL UAV
2017-02-22 13:21:27 +00:00
Michael Rennie
5a1ded7386
Moved API-specific GLReplay code to GLPlatform.
...
ENABLE_GL & ENABLE_GLES can now both be ON without build errors on Linux.
2017-02-22 12:46:28 +00:00
baldurk
2ee5f76185
Add clamp on extra descriptors in D3D12 for CBV/SRV/UAV heap. Refs #518
...
* We need extra descriptors during some analysis events for patching e.g
shaders for overlays and things. This is because D3D12 only allows one
heap of any given time bound at once.
* D3D12 also limits the size of that heap, and the limit is not
queryable so the application can make a heap of maximum size that it
uses all of.
* There's no solution for this, in this case we just can't add more
descriptors and when we try to use the last one for our own purposes
we stand a small chance of stomping an important descriptor.
2017-02-21 21:51:43 +00:00
baldurk
cbed0c6a71
Don't spam log messages about querying for ID3D10Texture2D
2017-02-21 20:52:13 +00:00
baldurk
cc96fa0b10
Protect use of Win32 NV extensions with #ifdef
2017-02-21 18:50:53 +00:00
baldurk
57b00d5b94
Fix for variable shadowing warnings (VS2015)
2017-02-21 18:43:50 +00:00
baldurk
5b26aa76a0
Unwrap the whole pNext chain of VkMemoryAllocateInfo
...
* Without unwrapping the whole chain it's hard to unwrap only one part
since we need to modify the previous part to update pNext, and so on.
2017-02-21 18:41:47 +00:00
baldurk
422e5e6a79
Delete object folders when distributing
2017-02-21 17:59:03 +00:00
baldurk
9da05cd939
Add support for VK_NV_dedicated_allocation
2017-02-21 16:51:52 +00:00
baldurk
e55b9d044b
Add super hacky fix for even more hacky horrible internal MS code
2017-02-21 15:17:14 +00:00
baldurk
05d0ce2c55
Fix android build referring to deleted files
2017-02-21 13:12:23 +00:00
baldurk
730f23fc78
Fix docs SetPrivateData example, add examples for GL/VK/D3D12. Refs #517
2017-02-21 12:14:31 +00:00
baldurk
c141137a59
Fix max index of buffer lookup component being applied to the wrong idx
...
* The component must be clamped (ie if the stride is 8 bytes, .z is not
valid) rather than the place of the component (.xxxy is fine - even if
.y is in the 'w' place)
2017-02-21 12:01:24 +00:00
baldurk
6d428669d5
Follow up to c088c9186d - opcodes can shift by scalar or component-wise
2017-02-21 12:01:23 +00:00
baldurk
06af5ca71e
Handle D32 format in pixel history by remapping when creating a UAV
2017-02-21 12:01:23 +00:00
baldurk
ee958295b7
Handle InstanceDataStepRate >= 1 in vertex debugging
2017-02-21 12:01:22 +00:00
baldurk
4b60073e81
Workaround for nvidia driver bug - demote IMMUTABLE buffers to DEFAULT
2017-02-21 12:01:22 +00:00
baldurk
f98be940ad
Fix trying to save images of a typeless format without type hint given
2017-02-21 12:01:21 +00:00
baldurk
c12279f641
Fixes for multi-instance picking
...
* Always at least pick the current instance, even if no others are
visible
* Only apply to VS output picking. Inputs either don't vary with inst ID
or are trivial (all verts identical) depending on the element selected
* Respect the currently selected element instead of always picking
the position output
* If we're selecting a different instance, we have to queue the vertex
selection because otherwise the refreshing of rows breaks it
2017-02-20 22:16:57 +00:00
baldurk
6c36f5cbd3
Fix GL depth-stencil overlays working on renderbuffers and cubemaps etc
2017-02-20 22:16:57 +00:00
baldurk
c615ae102d
Remove namespace clash between D3D and GL struct names
2017-02-20 22:16:56 +00:00
baldurk
165a7df694
Fix eventID counting on glMultiDraw*
2017-02-20 22:16:56 +00:00
baldurk
4eb0f38563
Make sure the compiler doesn't re-order input elements to pack them
2017-02-20 22:16:55 +00:00
baldurk
e86109ad08
Add marker regions for shader debugging
2017-02-20 22:16:54 +00:00
baldurk
52483a45c3
Update DirectoryFile C# struct to include added fields
2017-02-20 15:14:22 +00:00
baldurk
ec2e3cc75d
Don't use BindBufferBase when binding a buffer for mapping. Refs #344
2017-02-20 14:48:50 +00:00
baldurk
20437551c6
Copy uniforms after potentially linking program as it resets them to 0
2017-02-20 14:48:49 +00:00
baldurk
913ba6fed1
Don't erase VendorCheck in unrelated function, resetting them to false
2017-02-20 14:48:48 +00:00
baldurk
2475e3844d
Add marker regions for self-hosted captures in GL
2017-02-20 14:48:48 +00:00
baldurk
f3c3f82cc4
Minor tweaks to GL pipeline view in Qt, to display format for FBO att.s
2017-02-20 14:48:47 +00:00
baldurk
dc46612d37
Remove file before copying so we can overwrite
2017-02-20 14:48:46 +00:00
baldurk
c47d50ea7b
Use per-face targets when serialising cubemap images with TexImage
2017-02-20 14:48:46 +00:00
baldurk
04c22d04f2
Reduce some copy-pasting between mesh stage UI elements
2017-02-20 14:48:45 +00:00
baldurk
7a10504260
Only VSIn stage applies baseVertex offset.
2017-02-20 14:48:44 +00:00
baldurk
7495ff37d5
Use bounding box data for placing arcball/WASD cameras
2017-02-20 14:48:43 +00:00
baldurk
d014156e45
Don't spinlock when waiting for blocking render commands
2017-02-20 10:32:12 +00:00
Michael Rennie
71a37c5794
GLWindowingData GLX/EGL context functions now in GLPlatform interface.
...
immediateBegin/Vert/End refactored to DrawQuads().
2017-02-17 20:32:39 +00:00
Peter Gal
4511c0b86f
Add explicit initialization of the GL ES driver
...
When the EGL api was invoked a normal OpenGL
driver was created instead of a GL ES driver.
With this modification we explicitly initialize the
OpenGL ES driver in case of EGL api calls.
In every other case we assume the normal OpenGL driver.
2017-02-17 20:19:19 +00:00
baldurk
bea403743a
Include errno.h
2017-02-17 20:16:22 +00:00
baldurk
654a5cb3c9
Remove WIP from Qt UI in README
2017-02-17 20:16:21 +00:00
baldurk
9721a4d1a4
Set up icon and version for OS X packages
2017-02-17 20:16:21 +00:00
baldurk
a7964a45d0
Add threaded calculation of bounding boxes in mesh viewer, cached by EID
2017-02-17 20:16:20 +00:00
baldurk
300029d4e1
Apply baseVertex when calculating index
2017-02-17 20:16:19 +00:00
baldurk
16f85cadc2
Comment out use of glXCreateWindow
2017-02-17 20:16:18 +00:00
baldurk
da98e9e58d
Refcount pointers to BufferData so we can pass them to other threads
2017-02-17 20:16:18 +00:00
baldurk
1e65762e93
Process render commands 1 by 1 to allow pre-empting high frequency cmds
2017-02-17 20:16:17 +00:00
baldurk
24c1042f06
Return an empty MeshFormat for GetPostVSData on invalid drawcall
2017-02-17 13:25:23 +00:00