baldurk
a8463bf1d2
Tweak serialisation to be equivalent but have nicer strings. Refs #220
2016-03-11 22:22:46 +01:00
Baldur Karlsson
c100e1b6a0
Merge pull request #215 from olvaffe/linux-cmake
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Use CMake on Linux
2016-03-11 21:55:17 +01:00
Chia-I Wu
cb9449230a
Update CMake rules
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* Suggest users to use VS on Windows
* Add a top-level wrapper Makefile and disallow in-source builds
* Support clang
* Centralize compiler flags
* Remove all occurrences of "if(WIN32)..."
* Make qrenderdoc an external project
2016-03-11 10:23:56 +08:00
baldurk
d7fbd9ca9b
Serialise non-POD structure for remote replay
2016-03-10 19:56:31 +01:00
Chia-I Wu
73a2e96c93
Use CMake on Linux
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The suggested way to build RenderDoc on Linux is now
$ mkdir build
$ cd build
$ cmake ..
$ make
It will print an error when used on other platforms.
2016-03-10 10:29:52 +08:00
baldurk
4c72248ba2
Skip over precision statements before redeclaring builtins. Refs #207
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* This is clearly blatantly just a hack for this one shader, but I
refuse on principle to write an entire pre-processor just to figure
out where to insert a redeclared block that should not be necessary.
2016-03-09 21:02:36 +01:00
baldurk
4beb59aef9
Patch up renderpass initial/final layout if PRESENT_SRC. Refs #209
2016-03-09 20:11:31 +01:00
baldurk
8832d43215
Switch images/bufs back to EXCLUSIVE and just use Q family 0. Refs #208
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* Ultimately once multiple queues are supported this will probably want
to use CONCURRENT and explicitly name all queue families.
2016-03-09 20:09:17 +01:00
baldurk
2091a6c7d5
Replaying vkResetFences() calls is necessary. Refs #210
2016-03-09 19:54:13 +01:00
baldurk
d1aba21985
Speculative fix - allow glBindTexture with texture = 0
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* Even though it doesn't have an ID, we should allow and serialise
unbinds of textures.
2016-03-09 17:30:09 +01:00
baldurk
2ee7d3200b
Add non-name-mangled alternative exports for layer entry point
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* On win32 __stdcall functions get name mangled even if C++ name
mangling is disabled.
2016-03-08 18:21:28 +01:00
baldurk
c7d8f9dea6
Remove WIN64 from projects on 32-bit platforms
2016-03-08 18:21:28 +01:00
baldurk
fa087b8825
Rename Get*ProcAddr exports to be android friendly. Refs #205
2016-03-08 18:21:27 +01:00
Baldur Karlsson
097c5f077b
Merge pull request #206 from olvaffe/linux-fixes
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misc Linux fixes
2016-03-08 07:48:40 +01:00
Chia-I Wu
faf1f086df
Check for glXIsDirect in MakeContext
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Create a direct renerding context when the shared context is too.
Otherwise, I got this error
X Error of failed request: BadMatch (invalid parameter attributes)
on nVidia.
2016-03-08 11:51:05 +08:00
Chia-I Wu
1f93ba2d3b
Make RenderDoc::SetLogFile safer
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logFile will be "" when the app is launched from renderdoccmd on Linux.
2016-03-08 11:51:05 +08:00
Chia-I Wu
d6c48c60ef
Fix renderdoccmd -c on Linux
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* argv[0] should always be set up
* log an error when execve fails
* logfile is always NULL and constructing a std::string from NULL throws
* really apply EnvironmentModification
2016-03-08 11:51:05 +08:00
baldurk
7aa561cc2d
Remove a load of validation layer filters that aren't needed anymore
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* This is against the master build of the validation layers.
2016-03-08 00:06:15 +01:00
baldurk
17a9ae008a
Serialise out sharing mode for swapchain images, replay that on fakes
2016-03-08 00:05:51 +01:00
baldurk
77b7748f3b
Use VK_LAYER_LUNARG_standard_validation instead of manual layer list
2016-03-08 00:04:33 +01:00
baldurk
44ff7086bb
Set some access masks in transitions that validation flags up
2016-03-07 23:30:59 +01:00
baldurk
560b5966d6
Make sure backbuffer is transitioned between image layouts for overlay
2016-03-07 23:25:17 +01:00
baldurk
1b8c43c512
Vertex input pipeline state entry is actually not optional
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* Even if there are no vertex inputs, it cannot be NULL
2016-03-07 23:08:21 +01:00
baldurk
7f73ecc02a
Declare images as VK_SHARING_MODE_CONCURRENT
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* Necessary for now since the code doesn't acquire ownership
2016-03-07 23:08:06 +01:00
baldurk
93b8d7e5c2
Win32 compile fix
2016-03-07 22:42:17 +01:00
baldurk
187c9c4d9f
Track input layouts as their own resources
2016-03-07 22:33:47 +01:00
baldurk
15b963fd47
Add documentation for unstripped-path-specifying code
2016-03-06 15:09:45 +01:00
baldurk
23481c4814
Allow setting unstripped shader debug path at runtime by SetPrivateData
2016-03-06 14:54:08 +01:00
baldurk
3cc79316b3
Add a GUID for the shader debug info that is required in a PRIV section
2016-03-06 14:54:07 +01:00
baldurk
7c85caf763
Minor comment update
2016-03-06 13:19:00 +01:00
unknown
236322d8cf
remove debug code
2016-03-06 13:19:00 +01:00
unknown
5e4bb7e3af
Use strnlen as its better to be safe than reading past the chunk
2016-03-06 13:18:59 +01:00
unknown
8458b1d7a7
Implemented support for separate unstripped shader debug info
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It works this way:
The GameEngine stored the original shader blob on disk.
Than we add the path to that file to the D3D_BLOB_PRIVATE_DATA section of the shader blob.
After that we can strip the Debug information with D3DCOMPILER_STRIP_DEBUG_INFO.
Renderdoc will first check if the shader already has debug information.
If it cannot find the PDB in the shader blob it will try to look for a PrivateDataSection.
If there is a valid file path in the PrivateDataSection it will search for debug information in there.
If it finds valid debug information it will replace the entire shader blob with the one loaded from disk.
2016-03-06 13:18:59 +01:00
baldurk
bd7d38bbef
Ensure that we wrap around the ring-buffer when range would overshoot
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* For e.g. the text rendering we only actually use a subset of the
buffer range each time - just enough for the characters we are
rendering. But we need to be careful that the range specified by the
descriptor set (256 float4s) is always valid, so wrap around on that
size and not on the parameter size
2016-03-06 12:25:32 +01:00
baldurk
139124f9d7
Text atlas is no longer preinitialized, it's undefined
2016-03-06 12:22:20 +01:00
baldurk
c1c4e7503d
Linux platform separator is colon, not semi-colon
2016-03-03 23:54:35 +01:00
baldurk
8e15169a7f
Linux compile fix
2016-03-02 17:45:15 +01:00
baldurk
74c1d16b2b
Index FB attachments properly with renderpass indices. Refs #200
2016-03-01 19:44:10 +01:00
baldurk
8680360ed1
Tidy up some cases that weren't properly advancing subpasses. Refs #195
2016-03-01 19:35:48 +01:00
baldurk
d987423fb9
Linux compile fix - only specialise ToStr on long for windows
2016-03-01 19:32:10 +01:00
baldurk
8bee720c6a
Call CmdNextSubpass as appropriate on early-end of renderpass. Refs #195
2016-02-29 20:15:31 +01:00
baldurk
97220a4468
Make sure to properly filter glUseProgramStages chunks before removing
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* This fixes a problem where removing "redundant" glUseProgramStages
chunks actually removed other chunks that were legitimate.
* It's kind of hacky, but it's better than the other alternatives.
2016-02-29 20:06:36 +01:00
baldurk
94cf36b991
Add saved logs to recent file list immediately. Refs #197
2016-02-29 19:17:05 +01:00
baldurk
bd9768451f
Make sure saving logs from connection dialog marks them as saved
2016-02-29 19:16:38 +01:00
baldurk
096b1b1a7c
Don't log out debug push/pop messages
2016-02-29 18:34:01 +01:00
baldurk
8333087595
Rename 'since last clear' to 'show whole pass'
2016-02-28 14:05:47 +01:00
baldurk
a8b07fbff2
Change histogram result array to uvec4 instead of uint
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* This complies with the packing rules needed for storage buffers
2016-02-28 13:42:05 +01:00
baldurk
a91dc78a8c
Fix wrong dimension calculation leading to wrongly included minmax tiles
2016-02-28 13:33:00 +01:00
baldurk
a6a4ae6cd9
Use gl_VertexIndex / gl_InstanceIndex instead of ID variants on vulkan
2016-02-28 12:15:56 +01:00
baldurk
81ff983fa2
Fix a long-standing silly bug. Vertical and Horizontal were reversed
2016-02-28 11:52:07 +01:00