baldurk
af12040a95
Linux compile fix
2016-01-22 08:24:59 +01:00
baldurk
278a9774a0
When StartFrameCapture() is called on API, also make that wnd active
2016-01-21 18:21:19 +01:00
baldurk
eb3e74db38
Also detect reverse-z matrices for GS/Tess output
2016-01-20 20:19:53 +01:00
baldurk
e3c7abe0ee
Add link to great presentation in documentation & README
2016-01-20 20:13:48 +01:00
baldurk
ae91bdcde2
Add detection/support for reverse-z projection matrices. Refs #169
2016-01-20 19:58:24 +01:00
baldurk
01bffe6a09
Return typed component type even for typeless formats
...
* It's a bit wrong, but it's more consistent because then things like
texture save functions that convert components know what to do with
the texture.
2016-01-07 19:27:03 +01:00
baldurk
efe65520de
Fix possible update failure (doesn't help shipped code, but oh well...)
...
* Apparently Application.Exit() doesn't close immediately and can throw
an exception, leaving the UI open while the updater tries to run and
nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk
efd8bf1baf
Fix reported crash - close any find dialogs when shader window closes
2015-12-15 17:26:28 +01:00
baldurk
8cd9a4d22d
Pass ownership of real immediate context to WrappedID3D11DeviceContext
...
* The wrapped context releases its real context - so we need to ensure
the addrefs and releases are balanced.
2015-12-08 21:39:44 +01:00
baldurk
d07e860030
Compile fix (and proxy serialise fixes)
2015-11-30 21:28:55 +01:00
baldurk
8b7a025853
Refactor BGRA formats to not be special (so allow any BGRA format)
...
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk
7ef19b8ae1
Add outline shader to makefile
2015-11-19 09:39:04 +01:00
baldurk
707910b647
Tweak viewport/scissor overlay to be a little clearer
2015-11-19 01:33:22 +01:00
baldurk
f7187484fd
Disable SPIR-V compilation entirely for now
2015-11-19 01:31:27 +01:00
baldurk
616a571853
Compile fix from bad cherry-pick
2015-11-18 23:37:23 +01:00
baldurk
665b4743c6
Fix stupid damned scrollbars that don't actually go up to their maximum
2015-11-18 23:36:17 +01:00
baldurk
7944fd9254
Fix spirv project file/filters for files that moved around
2015-11-18 23:36:16 +01:00
baldurk
c8a6d0dbb7
If displaying via a custom shader when saving texture, save that output
2015-11-18 22:30:47 +01:00
baldurk
73ad61d38e
When saving textures if only one channel is visible, save as greyscale
2015-11-18 22:30:47 +01:00
baldurk
f29d3aceb2
Improved error message - print filename
2015-11-18 22:30:47 +01:00
baldurk
75dc4a892c
Abort loading file if we didn't get a handle, and shorten retry period.
2015-11-18 22:30:47 +01:00
baldurk
00ba48ef4c
default to VS IN as primary, instead of just bailing
2015-11-18 22:30:46 +01:00
baldurk
e441bff833
Display NaNs correctly in buffer viewer cells
2015-11-18 22:28:47 +01:00
baldurk
4721f2703c
Update to latest SPIR-V headers, mostly disabling stuff that is old
...
* This will be updated to work on latest SPIR-V later
2015-11-16 18:35:35 +01:00
baldurk
1d8c76c15f
Update glslang to latest with SPIR-V 1.0 support
...
* Based on renderdoc branch with local modifications from upstream:
https://github.com/baldurk/glslang/tree/renderdoc
* hash 3a39caa1f75c1e6858a0e554e8fc0ecb48214368
2015-11-16 18:35:15 +01:00
baldurk
2cca0a53c3
Set the window title to the filename when saving a log
2015-11-13 22:29:29 +01:00
baldurk
adbbafcabc
Fix pixel history directly on depth-stencil views going very wrong
2015-11-13 22:23:45 +01:00
baldurk
10c461d7d3
In mesh viewer, vertex picking and enabling sync will sync up the views
2015-11-12 09:40:41 +01:00
Baldur Karlsson
0b5e0a339a
Change builds link to be named downloads
2015-11-11 08:43:51 +01:00
baldurk
0357a2e35e
Make visible histogram range a per-texture stored/loaded setting
2015-11-09 23:42:56 +01:00
baldurk
c8065048f4
Make sure to retry when loading an image that's been refreshed
...
* Fixes a potential race if a change is detected while some other
program has an exclusive lock on the file to write it, and we try to
open before it's possible. A slow retry fixes that.
2015-11-09 23:29:55 +01:00
baldurk
ca9293c576
Fix File->Exit shortcut clashing with File->Recent Capture Settings
2015-11-09 23:05:02 +01:00
baldurk
4aecbfe567
Handle whitespace in the middle of #version, etc directives. Refs #168
2015-11-09 23:01:30 +01:00
baldurk
e9d7e51159
Handle shader reflection being NULL without crashing. Refs #168
...
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk
25eb320f23
Hook wglSwapBuffers, wglSwapLayerBuffers and wglSwapMultipleBuffers
2015-11-04 10:20:03 +01:00
baldurk
28f0e7a484
Clear GL errors after Fetch/Apply state
...
* This can happen if e.g. some state we're fetching or restoring is not
supported on the current GL context.
2015-11-03 22:54:43 +01:00
baldurk
ad805e8117
Allow excess VS sig system value elements versus IA bytecode. Refs #167
...
* The VS can consume system value semantics at the end of the signature
that weren't present in the IA layout's bytecode. Note that if the
order changes (ie. the system value element is first) then that's not
OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk
910e261133
Only display RW thumbnails if the shader actually uses them
2015-10-26 18:31:17 +01:00
baldurk
9856b171c1
Take stencil value from max of red or green channel
...
* I swear some implementations return stencil in the green channel, but
the spec says red channel. This should be safe
2015-10-26 18:15:31 +01:00
baldurk
26b2901931
Bugfix for viewports on C++ side not matching C# structure
2015-10-26 18:04:07 +01:00
baldurk
543f15ae4a
Fix GL clear-before-draw shader overlay. Refs #164
2015-10-26 11:49:23 +01:00
baldurk
0199a6c36b
GetSizedFormat should handle GL_STENCIL_INDEX as well. Refs #165
...
* Maybe GL_STENCIL isn't even ever valid, I have no idea.
2015-10-26 10:51:26 +01:00
baldurk
dda2160225
Don't mark vertex buffers used if the input layout slot isn't used
2015-10-25 23:34:38 +01:00
baldurk
57ba6e0806
Add overlays to clear before current draw/pass. Refs #164
...
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk
761358c899
32-bit compile fix
2015-10-25 15:28:16 +01:00
baldurk
2b7135c85a
Make sure depth/stencil test disabled shows all-green overlay. Refs #159
2015-10-25 15:26:24 +01:00
baldurk
4de6abb365
Make sure shader&program interface is consistently ready. Refs #166
2015-10-25 15:10:44 +01:00
baldurk
c7cfdcc689
Add basic support for displaying/picking S8 textures. Refs #165
2015-10-25 14:09:43 +01:00
baldurk
446f0ee4a6
Record glUseProgramStages 'live' if it happens mid-frame. Refs #160
2015-10-25 13:11:48 +01:00
baldurk
56c5b0f884
Fix commit 2714754, Start and End calls weren't consistent. Refs #158
2015-10-17 14:08:58 +02:00