Commit Graph

1228 Commits

Author SHA1 Message Date
baldurk af97e30376 Linux compile fix, and include copies/generatemips in pixel history
* We treat them the same as UAV writes where we just list them in case
  the pixel is modified without checking.
2015-03-12 10:25:32 +00:00
baldurk 7e1e87af1f Fix crash if shader debug comes back with empty trace array
* The current step wasn't being clamped correctly, so it would be set
  to -1 then used to index.
2015-03-12 00:43:13 +00:00
baldurk c30fd3e1e1 Fix a crash if constant buffer is still open when log is closed 2015-03-12 00:39:47 +00:00
baldurk 5bcbb47203 List GenerateMips, Copy and Resolve calls in event browser with draws
* What gets listed as a 'drawcall' is a bit fuzzy - previously it was
  drawing calls, dispatches and clears, but you could make a good
  argument for these to be included as well. As a semi-experiment, these
  calls are now included and will be listed in the event browser.
* Other calls can change resources like direct buffer or texture uploads
  and Map() type calls, but these remain as API calls listed between
  draw calls. Again this is mostly an arbitrary distinction.
* D3D11 logs are backwards compatible, GL logs are not (although it'd
  be relatively simple, GL logs will likely break backwards compat soon
  anyway, so not worth supporting it now only to break it soon).
2015-03-11 13:13:41 +00:00
baldurk b8d5b3f4af Add EnableUnamangedDebugging=true default to csproj
* Since RenderDoc is heavily mixed .NET/C++ code, regardless of any
  disadvantages this option is practically required (e.g. if building in
  profile, the first error message or assert will take the program down
  as the breakpoint won't get caught).
* In the UI, enabling this option will always go into csproj.user, but
  in fact the option works fine if you manually put it into the csproj,
  which means this will be the default for all new clones. Yay!
2015-03-11 11:13:08 +00:00
baldurk e7307455f6 Fix a crash if vertex input is instanced, with instance rate of 0
* In this case, every input takes the first index, need to avoid divide
  by 0 error.
2015-03-11 08:04:19 +00:00
baldurk c3e381a76a Remap entire index buffer for post-vs data, instead of just shifting
* Previously for post VS data we could maintain the index buffer by just
  doing the stream-out/transform feedback for a point list with each
  unique index. To maintain the index buffer we padded out any gaps in
  the indices with a single value, so that we could just shift the
  indices. This causes severe problems though if the indices start at 0
  and contain an invalid value like 0xcccccccc - we'd allocate a huge
  array and perform a massively wasteful streamout.
* Instead, we just stream out on the tightly packed list of unique
  indices, then remap each 'real' index to where it is in the tightly
  packed output buffer.
2015-03-10 21:05:59 +00:00
Baldur Karlsson 0677b102ee Update README API support (current and planned) 2015-03-08 23:48:40 +00:00
baldurk f46e31c4ba Only account for mip in slice/face index for 3D textures.
* This prevents arrays or cubemaps from having the slice or face index
  be incorrectly modified by the mip being displayed. Thanks Xavyiy on
  twitter for the report.
  https://twitter.com/Xavyiy/status/574352181190594560
2015-03-07 23:58:37 +00:00
baldurk 94f25edfd0 Bump version number to v0.24 for subsequent unofficial builds 2015-03-07 23:56:42 +00:00
baldurk 1e0478b829 Node tag should never be NULL/wrong type, but check just to be sure. v0.23 2015-03-03 13:23:27 +00:00
baldurk 8fa5eb74e6 Fix race between texture viewer creating its thumbnails & first use 2015-03-03 12:32:51 +00:00
baldurk 05fd8374a6 Fix a couple of D3D11 overlays not setting up tess/gs & IA correctly 2015-03-02 16:15:56 +00:00
baldurk db04714f8d Fix case where buffer format wasn't auto-populated correctly 2015-03-02 15:26:11 +00:00
baldurk 4dcb89966c Fix crash when event browser is hiding empty marker regions
* When we figure out which event a marker region should jump to if you
  select the parent, we want to pick the last valid event ID that isn't
  just a label. However previously this was being done by iterating over
  the children and picking the last one and assuming there would be a
  node of that index - which isn't true in the case where some drawcalls
  were entirely omitted. It would either index out of bounds, or index
  incorrectly.
2015-03-02 13:36:24 +00:00
baldurk e2f7afc3a2 Make sure Fullscreen VS is also created in capturing program
* This shader is necessary for the MSAA-to-array copying functionality
  used, and without it we bind a NULL vertex shader and can end up with
  driver crashes.
2015-03-02 11:45:38 +00:00
baldurk 731a7f3797 Fix crash opening up GS CBuffer window from pipeline state
* Also added an exception that throws at control creation time (much
  easier to spot) if this property is invalid.
2015-03-02 08:38:33 +00:00
baldurk 28922673cb Bump version number to 0.23 for future nightly/beta builds. 2015-02-28 22:58:12 +00:00
baldurk a440589969 Fix crash with image viewing on last change, using wrong array length v0.22 2015-02-27 14:10:49 +00:00
baldurk cca206a356 Fix array indexing crashes, ditch a lot of messing with UAV start slot
* The UAV array is provided as we expect it - with UAVs from 0 onwards
  even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is
  the slot of the 0th UAV.
2015-02-27 14:07:58 +00:00
baldurk a50445781f Updated documentation to reflect latest changes and features
* Also in many places OpenGL is now advertised as full support, since it
  is pretty close by now and needs people to jump on it full-time and
  use it in anger.
2015-02-27 13:18:54 +00:00
baldurk cd35c726bc Change GL pipeline state to just name shaders "<stage> Shader <ID>"
* Since there's no better identifier, as all shaders are main() and
  there are no filenames to pick up.
2015-02-27 12:24:47 +00:00
baldurk 9e908779ce Fix lone unescaped & being interpreted as accelerator 2015-02-27 11:05:11 +00:00
baldurk 954da5c0e4 Compile fix - uninitialised variable 2015-02-27 09:18:55 +00:00
baldurk 372647709a Add EXR registry key, add images filter to file->open dialog
* I doubt anyone will notice the file->open filter unless they look for
  it so it's no good for 'discovering' the image viewing capability, but
  it might be convenient for people who know about it.
2015-02-26 18:24:49 +00:00
baldurk f8e8ae1391 Add in gl_PerVertex redeclarations individually
* This means the redeclarations are a bit more flexible if a shader
  (like a geometry shader) redeclares one already, but not the other,
  we'll only substitute in the missing one.
* Note this code is still a bit flakey e.g. in edge cases like if
  someone puts "in gl_PerVertex" in a comment, then it will fail.
  I want to avoid putting a full parser in, but perhaps stripping the
  source of any comments is a reasonable future step.
2015-02-26 17:58:41 +00:00
baldurk 43d4fff314 Fix typo when fetching shader subroutine values 2015-02-26 17:40:16 +00:00
baldurk 3904fb636d Ensure that (where available) clip control is set for overlay text 2015-02-26 17:36:04 +00:00
baldurk 12519df942 Fix crash if we insert 0 into indices list that already contains 0 2015-02-26 17:28:25 +00:00
baldurk f160c28d16 Fix GL PickPixel to be able to read back depth & stencil in two passes
* GL doesn't seem to support reading both depth and stencil channels
  from a single texture, so we need to do a second pass to read back
  the stencil component
2015-02-26 15:41:47 +00:00
baldurk 08024a375b Make missing GL functionality not breakpoint, for release 2015-02-26 15:16:11 +00:00
baldurk 1597fa3f32 If no history is returned, empty out the history event list
* Otherwise it stays as "Loading..." forever
2015-02-26 15:13:21 +00:00
baldurk c69389864e Fix buffer map diff comparison, and skip it for range maps
* For range maps, similar to glFlushMappedBufferRange, we assume the
  user selected the range deliberately and we upload it all. We only
  find a difference range for whole-buffer maps (of large enough
  buffers). This includes glMapBuffer(), by definition.
* Also, the comparison point is between the map pointer, so we have to
  offset the shadow pointer to compare it against to get accurate
  results.
2015-02-26 14:25:40 +00:00
baldurk 5892899729 For glBufferData/glBufferStorage ensure 'invalidate' data is consistent
* glBufferStorage was less of a problem as it was immutable but the data
  that got uploaded was uninitialised memory, it is now filled with 0xdd
* glBufferData could be used to invalidate a whole buffer, by passing
  NULL as data for an existing buffer. This caused a mismatch where the
  driver could (legally) have the same data, but our serialised copy
  was random uninitialised memory. The diff was done against the 'real'
  data but on serialise the base data was different, causing invalid
  data to be used.
2015-02-26 14:24:35 +00:00
baldurk 5ffb7c65a5 Hack around glCopyImageSubData being broken for compressed cubes on AMD
* Also for the hack that involves readback to CPU and reupload, make
  sure there's no pixel pack or unpack buffer bound for the duration.
2015-02-26 12:34:15 +00:00
baldurk d5b3337522 forcing all glBufferData calls into resource record isn't right
* glBufferData isn't only used for creation, it is often used to upload
  new data to a buffer, which means that during the captured frame any
  're-create' type calls should go into the context record.
2015-02-25 22:57:46 +00:00
baldurk 446d7d6da5 Take our own copy of the X connection that we are passed
* We need to copy the X display (by fetching its connection string and
  calling XOpenDisplay), so that if the Display* we had gets closed then
  nothing will crash.
2015-02-25 22:26:45 +00:00
baldurk fae5aabcce Handle missing/unsized formats on replay
* This can happen if someone binds an uncreated texture (!).
2015-02-25 22:22:32 +00:00
baldurk ae9e9e8f9f Fix highlight boxes to not have a little pixel missing in the corner
* Also in the HLSL version, we were indexing off the end of an array
  since we were drawing 5 lines but only had 4 verts in the array.
  Oops!
* We can remove D3D's OutlineStripVB, as we're doing it all in the
  shader.
2015-02-25 22:22:06 +00:00
baldurk 3a309dcd14 Fix for compile errors/warnings on linux
* The daily linux auto-compile script was broken, it's fixed now!
2015-02-25 19:02:26 +00:00
baldurk 884ee00107 Be much less forgiving about glBufferSubData calls marking high-traffic 2015-02-25 17:30:32 +00:00
baldurk debc787eb9 Check fast path for compressed pixel unpack requiring block dims
* The unpack parameters are ignored for compressed images unless the
  compressed width, height, depth and size parameters are set (whichever
  are required for the given unpack param). So we roll this into our
  calculation of the fast path, which means that we only use them in
  UnpackCompressed if they are valid.
2015-02-25 17:29:55 +00:00
baldurk 0796e5fbdf Handle cases where fragdata or attrib location idx is -1
* This can happen when we're copying from a source program to a dest
  program where the source is non-separable and had an attribute
  optimised out entirely, but the destination is separable and so still
  wants that attribute. In this case it'll come out in the wash and
  we can just skip it.
2015-02-25 17:28:06 +00:00
baldurk 75f58d19e8 Rejig initial state fetching for objects that are context-specific
* We used to switch to the context that the object was created on and
  fetch initial state there, but this isn't safe e.g. the switch
  operation could fail if the context was active on another thread.
  Instead we queue up such objects to have their data fetched the next
  time we see the context made current.
* If we never get the initial state for that object we assume that
  context is never used, so it's OK to just not have initial states -
  it's marked as invalid so we don't try to restore those states on
  replay.
* Note: this obviously falls down in the even that the context is
  already current on another thread and we just get commands from there
  without an explicit 'MakeCurrent' call. But we already don't handle
  that as we don't detect that and log the state change (or properly
  handle multithreaded commands), so it's not any worse support.
2015-02-25 16:47:50 +00:00
baldurk a0f35673bb Don't remove the MAPPED_BUFFER_BIT from glMemoryBarrier calls
* Apparently although there are no errors thrown if you pass
  GL_ALL_BARRIER_BITS (0xffffffff), if you remove a bit then an error
  will be thrown for unrecognised bits :(.
* Since it's not harmful to leave in the mapped buffer bit we just let
  it remain.
2015-02-25 14:04:23 +00:00
baldurk 8d54bbec32 Workaround for nvidia buggy implementation of glClearNamedFramebufferfi 2015-02-25 14:04:23 +00:00
baldurk cf24cb4ff5 Semi-hack, make last known context current if NULL is current on cap
* We need a context to be current when the frame capture happens so that
  we can fetch initial contents and such. This is a hack as there's no
  guarantee it's correct or will work, but we temporarily make the last
  context that was active on this thread active again, to fetch our
  data.
* This could break if that context is active elsewhere, or isn't a valid
  context (ie. maybe it was a temporary context used to fetch func
  pointers).
* A better fix would be to delay any GL work we need to do until the
  next time a good context becomes current, but that becomes dicey in
  itself.
2015-02-24 23:03:55 +00:00
baldurk 07d65b8f9a Don't fetch/serialise/apply render state if no context is bound.
* Note that we serialise out the new render state any time we reach a
  MakeCurrent call, so we can safely 'skip' the initial render state
  at the start of a frame.
2015-02-24 23:01:17 +00:00
baldurk 8f10523b7e If program with initial contents doesn't link, try again as separable
* We can't just link ALL programs as separable to be safe, since this
  hits the same problem of some shaders not being valid as separable :(.
* This should fix the case where a separable program with initial state
  was failing to link before, without breaking non-separable programs.
2015-02-24 22:59:54 +00:00
baldurk c57c6b4bf8 Handle texture not being bound where expected, set default/empty state 2015-02-24 22:58:44 +00:00