baldurk
96cc08b960
Rename 'show disabled' button to 'show unused' as it is clearer
...
* Bindings that are unused aren't disabled - they may in fact be explicitly
enabled - but they are unused by the pipeline which is why they're hidden.
2019-05-17 16:32:55 +01:00
baldurk
06b91f3d57
Update quick start image of timeline bar & remove mention of pip colours
2019-05-17 16:32:55 +01:00
baldurk
a820934a22
Fix description of float controls - maximum decimal places not sigfigs
2019-04-26 14:02:42 +01:00
baldurk
95ce6d5b59
Add a bit more clarification on how to load and use RenderDoc's API
2019-04-26 14:00:27 +01:00
baldurk
af53fdf89a
Document what RENDERDOC_DevicePointer should be for D3D12
2019-04-26 13:57:16 +01:00
baldurk
1296f92a94
Mention that dynamically unused pipeline state resources are hidden
2019-04-26 13:52:34 +01:00
baldurk
944c18e6fe
Add mention of 'load last settings' button on capture dialog
2019-04-26 13:44:39 +01:00
baldurk
ec1f104b44
Shutdown capture file properly in python example
2019-04-12 11:04:54 +01:00
baldurk
82c54f7310
Update archlinux dependencies to include make & pkg-config
2019-04-12 10:40:44 +01:00
baldurk
25260c29f7
Add mention of Stadia support to README and docs
2019-03-20 05:32:53 +00:00
baldurk
e1d39ef23b
Don't require ARB_separate_shader_objects on replay
...
* If it's not available we must also emulate program introspection to get proper
reflection data.
2019-03-13 11:48:57 +00:00
baldurk
db89f50a30
Rename Mesh Output panel to Mesh Viewer, since it displays inputs too
2019-03-08 15:40:11 +00:00
baldurk
35294607f5
Update docs with new GL extension requirements
2019-02-13 18:50:55 +00:00
baldurk
d289d3ac20
Remove requirement for ARB_sampler_objects
...
* We just modify the texture sampler parameters temporarily and restoring them
when we're done
2019-02-13 18:50:54 +00:00
baldurk
f2d092640f
Emulate ARB_vertex_attrib_binding on replay if it's not available
...
* Fortunately the extension doesn't add any functionality that can't be achieved
through the old bindings, it's just better decoupled.
* What we do is set up our own VAO attrib/binding tracking, and translate all
the functions (old and new style) into the equivalent modifications of that
state, then each time a change happens we flush out the attribs and bindings
using the old attrib functions.
* We also intercept the queries to the new bindings and return the right values,
so even if loading a capture that uses ARB_vertex_attrib_binding would work as
expected (as all the translation to old bindings happens under the emulation
layer).
2019-02-13 18:50:53 +00:00
baldurk
180b6f7cdc
Remove use of shading_language_420pack and explicit_attrib_location
...
* On GL we can manually set these bindings when needed, and then we don't
require those extensions.
2019-02-13 18:50:53 +00:00
baldurk
4699b459e5
Add trailing / needed on the end of canonical_url for docs
2019-02-07 16:56:19 +00:00
baldurk
00c4e3265d
Update brew packages needed for autotools on mac
2019-02-04 18:06:11 +00:00
baldurk
a79e047e5d
Reorganise linux dependencies section, and update Ubuntu instructions
2019-02-04 18:06:11 +00:00
baldurk
61b39c80a1
Update VerifyMapWrites option to VerifyBufferWrites option in API docs
2019-02-04 18:06:10 +00:00
baldurk
18af132601
Update API documentation to mention SetCaptureFileComments
2019-02-04 18:06:10 +00:00
baldurk
f20e871510
Add option to make y-flipping a per-texture state instead of global
2019-02-04 18:06:10 +00:00
nmr8
38f68e1534
Update Dependencies.md
2019-01-30 09:25:02 +00:00
nmr8
54efa30596
Add debian dependencies, spoon feed build commands
2019-01-30 09:25:02 +00:00
baldurk
27a4353ffa
Fix out of date python use in documentation examples
2019-01-16 12:38:10 +00:00
baldurk
ab8d07f29c
Add DiscardFrameCapture to in-application API, bumped to version 1.4.0
2019-01-08 11:35:48 +00:00
baldurk
18bd9d8c9b
Add discord server links
2019-01-07 17:33:24 +00:00
baldurk
14c110ce58
On all platforms, output library to lib folder in cmake build
2019-01-03 12:43:32 +00:00
baldurk
383d8158cc
Fix docs build with missing end string terminator
2018-12-14 20:42:45 +00:00
baldurk
13e7d1c134
Support display of YUV textures on D3D11, D3D12 and Vulkan
...
* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
2018-12-14 20:14:07 +00:00
baldurk
d4242b7cf7
Note that shared resources are now partially supported on D3D12
2018-12-13 23:43:07 +00:00
baldurk
204724bebe
Add documentation for python extensions
2018-11-30 16:42:49 +00:00
baldurk
fac080ab4d
Add documentation for expanded shader processing tools functionality.
2018-11-30 16:25:24 +00:00
baldurk
8b1251a8b8
Add a note to the RGP howto page to enable RGP integration
2018-11-30 16:04:01 +00:00
baldurk
91a7d45f85
Document new python version info functions
2018-11-30 15:48:42 +00:00
baldurk
a1895d8774
MSAA initial states are supported on D3D12
2018-11-30 15:41:12 +00:00
baldurk
3c43b2193c
Update docs for new verify buffer access option
2018-11-30 15:40:13 +00:00
baldurk
6aa79f54bd
Add Nintendo Switch as supported platform to documentation
...
* Nintendo Switch support is distributed separately for authorized developers as
part of the NintendoSDK. For more information, consult the Nintendo Developer
Portal.
2018-11-30 15:21:16 +00:00
baldurk
dc584a6516
Update API versions listed as supported in FAQ
2018-11-30 11:06:43 +00:00
baldurk
cc4a48b6d6
Expand renderdoc API example code in docs slightly
...
* Show the most common use, StartFrameCapture / EndFrameCapture
2018-11-28 14:43:44 +00:00
baldurk
ffaac908dd
Mention that autotools is required on macOS
2018-10-29 17:23:11 +00:00
baldurk
fa99ca9246
Document python extensions API
2018-10-23 14:23:12 +01:00
baldurk
ce213c8f43
Add some missing items into the qrenderdoc python docs index
2018-10-18 19:38:04 +01:00
baldurk
ea9bb452a3
Fix link to interceptor-lib README in compile instructions
2018-10-18 11:07:31 +01:00
baldurk
b5854f0fec
Implement VK_EXT_transform_feedback, and use it for mesh output
...
* For pipelines using tessellation or containing a geometry shader we use
transform feedback to fetch the output of the vertex pipeline after these
stages.
2018-10-16 16:53:03 +01:00
baldurk
046ca0ad12
Document RenderDoc controlling API validation while active. Closes #1121
2018-10-05 18:17:00 +01:00
baldurk
871685fe86
Split up CONTRIBUTING.md and move it under docs/
2018-09-17 17:31:05 +01:00
baldurk
a38f77a6f7
Move CODE_OF_CONDUCT.md file into docs/ subfolder
...
* This keeps the root folder a little tidier and is still automatically located
& linked by github. See: https://help.github.com/articles/adding-a-code-of-
conduct-to-your-project/
2018-09-17 16:50:47 +01:00
baldurk
416646d027
Fix example python scripts to work in the UI as well
...
* In the UI program we can't import renderdoc (it's already imported) so we just
alias it to rd.
2018-08-29 20:50:14 +01:00
baldurk
bfd575306c
Improve docs build script to work on Windows 10 WSL
2018-08-20 11:57:01 +01:00