Commit Graph

7824 Commits

Author SHA1 Message Date
baldurk adb3bb8cc6 Ensure RENDERDOC_VERSION env var passed to WiX on Windows 10 WSL 2018-08-20 11:57:05 +01:00
baldurk bd7a3c966e Don't copy .lib files as we don't need them 2018-08-20 11:57:04 +01:00
baldurk c599ab96e6 Make android compile friendly for Windows 10 WSL 2018-08-20 11:57:04 +01:00
baldurk 3f2862bcd3 Put MSBuild.log in build tree rather than /tmp to work on Windows 10 WSL 2018-08-20 11:57:04 +01:00
baldurk 5b89ababd5 Prefer make.sh for building docs as htmlhelp is removed from Makefile
* Also it's more flexible in locating necessary tools like sphinx-build or
  python
2018-08-20 11:57:03 +01:00
baldurk 92f593f38c Use windows 10 SDK as well as 8.1 SDK to find d3dcompiler_47.dll 2018-08-20 11:57:03 +01:00
baldurk 69cedf0732 Locate windows root as it is /mnt/c by default on Windows 10 WSL 2018-08-20 11:57:02 +01:00
baldurk 35d23582c1 Use MSYS2_ARG_CONV_EXCL to handle /parameters to windows executables 2018-08-20 11:57:02 +01:00
baldurk a12b62f0c6 Detect Windows 10 WSL with uname in main build script 2018-08-20 11:57:01 +01:00
baldurk bfd575306c Improve docs build script to work on Windows 10 WSL 2018-08-20 11:57:01 +01:00
baldurk 4d619d9b17 Only query fbconfig for valid non-NULL context. Closes #1082 2018-08-17 19:49:53 +01:00
baldurk 5c58146a95 Try to protect against crashes if injecting into a GL program on windows
* As the large red warning says, this still won't work, but at least it
  shouldn't crash.
2018-08-17 19:49:52 +01:00
baldurk babe36bf7e Preserve stdout/stderr from external shader tools and display to user 2018-08-15 13:40:21 +01:00
baldurk b90efe114a Check for D3D12 hardware feature support even if interface is available 2018-08-14 19:42:37 +01:00
baldurk d6706a9c48 Don't allow resource previews to have negative sizes
* This isn't a real bug, it only happens temporarily during first show of a
  window while the geometry is all messed up, but it causes some error spam in
  the log so it's better to fix.
2018-08-14 17:43:14 +01:00
baldurk 697f5a2717 Don't mark default VAO/FBO as internal resources. Closes #1077
* We need their initial states, so they should be tracked properly. It's not a
  big problem to have them included in 'ref all resources'.
2018-08-14 17:43:13 +01:00
baldurk 8b0d1d7e42 Don't return a time-bomb unwrapped resource from CreateReservedResource
* This resource will fail when passed to any other function, so since we don't
  support tiled resources currently on D3D12 just print a stronger error and
  return an error.
2018-08-14 17:43:12 +01:00
baldurk 1ee6ea3916 Make sure messages with bold tag are detected as HTML 2018-08-14 17:43:07 +01:00
baldurk 2bc81b8617 Don't try to recreate breakpad server if it's still running 2018-08-13 18:27:26 +01:00
baldurk 9b7581011e Add a per-capture API to target control protocol
* This means that if an application uses more than one API, the correct API is
  listed for each capture.
2018-08-13 18:27:26 +01:00
baldurk eaa763d748 Add support for GL_external_objects family of extensions
* This allows sharing between Vulkan and GL.
2018-08-13 18:27:25 +01:00
baldurk 4da8c71a14 Remove assert that aliased vulkan promoted functions are identical 2018-08-13 18:27:25 +01:00
baldurk faaaf7993c Fix QProcess hang problem if SIGCHLD handler runs early 2018-08-13 10:36:14 +01:00
baldurk 2f82f41e32 Fix D3D12 anisotropic comparison/min/max filter checks 2018-08-10 23:51:09 +01:00
baldurk e2c6dc0317 Remove unused function 2018-08-10 18:12:29 +01:00
baldurk 0105707f54 Add some missing pNext chain handlers 2018-08-10 18:12:29 +01:00
baldurk 1269038923 Fix calculation of descriptors in heap for unbounded range. Closes #1076 2018-08-10 18:12:29 +01:00
baldurk c3191e37bb Add support for GLVND split libGLX/libOpenGL libraries. Closes #1069 2018-08-10 18:12:28 +01:00
baldurk b539eca0f6 Don't delete QProcess early if qrenderdoc takes too long to run 2018-08-10 18:12:28 +01:00
baldurk bfe6c75bcc Don't replay markers in GL while timing. Refs #1068
* We also clear GL errors after replaying to ensure we don't get false positives
  when checking for errors beginning the query.
2018-08-10 18:12:28 +01:00
baldurk a128144d50 Add alias support for glUniform ARB variants
* These come from GL_ARB_shader_objects which we technically don't support, but
  they're identical so it's likely fine to implement them as aliases.
2018-08-10 18:12:28 +01:00
baldurk b52a4ae553 Only unwrap command lists at the level we need
* This prevents us from accidentally unwrapping at List2 level when List2 might
  not be available, and we only need List.
* If we need higher list levels we can unwrap explicitly, and it's clearer that
  it needs an availability check.
2018-08-10 18:12:28 +01:00
Alex Smith c51e6f0e79 Update glslang to latest 2018-08-10 12:45:31 +02:00
baldurk 197a279e31 Add missing override specifier 2018-08-09 17:53:50 +01:00
baldurk adb02cbee4 Linux compile fixes 2018-08-09 17:26:47 +01:00
baldurk b1246c28ae Update docs reference to renamed SPIRVDisassembler class 2018-08-09 17:26:47 +01:00
baldurk 3c7b420e59 Expand SPIR-V disassemblers to general shader processing tools
* Instead of just configuring SPIR-V disassemblers and picking only the first
  one when we need to edit SPIR-V, we allow setting up any shader processor that
  goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
  that the first tool that goes from the native shader format to a text format,
  but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
  method, to choose the compiler you want to use. Embedded command line
  parameters in the shader are automatically appended.
2018-08-09 16:56:53 +01:00
baldurk a81e4a2b45 Pass through and allow different source shader encodings when editing
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
  provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
  source, or compile from GLSL as before as a fall-back.
2018-08-09 16:56:52 +01:00
baldurk 24a5375133 Disable shader buttons when no shader is bound 2018-08-09 16:56:52 +01:00
baldurk a4dfad6e82 Add a backend query to check shader encodings BuildTargetShader allows
* This will allow the backend to specify both the native format (e.g. SPIR-V,
  DXBC) as well as a language it might be able to internally compile (GLSL or
  HLSL).
* The caller will then able to decide for itself whether it wants to compile to
  native format and pass that down, or pass the language down and let it be
  built internally.
* Currently BuildTargetShader still only accepts shader source.
2018-08-09 16:56:51 +01:00
baldurk 8249c9b218 Store shader tool command-line from compile flags
* For DXBC files, we decode the D3DCOMPILE flags back into fxc parameters, and
  vice-versa.
* For SPIR-V, glslang will embed command line parameters as OpModuleProcessed
  strings or opcodes.
* This is stored as a "@cmdline" shader compile flag.
2018-08-09 16:56:51 +01:00
baldurk 7de19f4c35 List an encoding for shader debuginfo source. Add HLSL/spvas to enum 2018-08-09 16:56:50 +01:00
baldurk 492a9bf828 Add QByteArray cast for bytebuf 2018-08-09 16:56:50 +01:00
baldurk 3ddeea088c Draw a divider in toolbuttons with menu dropdowns 2018-08-09 16:56:49 +01:00
baldurk de59556c3b Don't allow HTML pipeline export with no capture loaded 2018-08-09 16:56:49 +01:00
baldurk 74b71f538c Remove mistaken log print leftover from debugging 2018-08-09 16:56:48 +01:00
baldurk 2fc67467e2 Don't add empty API name to analytics - indicates failure to load 2018-08-09 16:56:47 +01:00
baldurk d7e4060698 Make sure we don't open a shader viewer with an unbound shader 2018-08-07 12:42:52 +01:00
baldurk 2c58f4092a Support typedefs in SPDB type decoding 2018-08-07 12:42:51 +01:00
baldurk 4e6c3ead41 Nudge users reporting bugs on old builds to update to the latest version 2018-08-07 12:42:51 +01:00