baldurk
b14b771000
Document the in-application API properly
2016-04-23 11:36:17 +02:00
baldurk
c145de9d16
Add DeviceFrameCapturer support for Vulkan
2016-04-23 11:34:32 +02:00
baldurk
e59ee3fcd9
Update credits with recent contributors
2016-04-23 09:27:27 +02:00
baldurk
a2cde0a8ea
Update API example in Tips & Tricks documentation page
2016-04-23 09:27:09 +02:00
baldurk
c12a4e69c9
Don't use renderdoc platform defines in renderdoc_app.h
...
* This file will be included in user code, so we can't rely on our own
platform defines being present.
2016-04-23 09:26:52 +02:00
baldurk
104ffc5d51
Implement OpControlBarrier and OpMemoryBarrier
2016-04-22 18:40:50 +02:00
baldurk
9020e6c7ab
Update for some missing enums added in late SPIR-V revisions
2016-04-22 18:35:58 +02:00
baldurk
7663ff248a
Implement Atomic ops
2016-04-22 18:32:47 +02:00
baldurk
c7512e15e2
Implement OpArrayLength very similar to AccessChain/CompositeExtract
2016-04-22 17:45:11 +02:00
baldurk
33d8585bdb
Change default ID name from {x} to _x_.
...
* I think eyes are just more use to parsing legal identifier characters
(like _s) rather than {}s syntax. It feels like it's probably more
readable overall, although there's more of a risk of it blending into
the names in the original code
2016-04-22 17:36:55 +02:00
baldurk
341f06abfc
Add friendly normal names for extension instruction calls
2016-04-22 17:36:54 +02:00
baldurk
042579a47b
Allow selective opting out of brackets, where precendece is clear
2016-04-22 17:36:54 +02:00
baldurk
0859baceec
Implement OpImageTexelPointer
2016-04-22 16:53:46 +02:00
baldurk
f1ff280c6f
Increase the allowed inlining complexity
2016-04-22 16:41:07 +02:00
baldurk
827d09625d
Skip any inlined redundant load(store(op)) type things when bracketing
...
* Also apply the brackets in GetArg() so it applies to any opcode,
instead of repeating the logic everywhere
2016-04-22 16:41:07 +02:00
baldurk
8002638834
Remove hardcoded complexity limit
2016-04-22 16:20:53 +02:00
baldurk
5f57084b15
Fix FindFirstInstructionUse function to recurse properly
2016-04-22 16:20:44 +02:00
baldurk
6f06a41b0f
Add brackets around math ops where needed
2016-04-22 16:20:03 +02:00
baldurk
0b49870abb
Examine OpReturnValue for possible composite extract/construct merging
2016-04-22 15:15:02 +02:00
baldurk
8ab57cac06
Make sure to bracket the base composite correctly
2016-04-22 15:12:16 +02:00
baldurk
98a5ba0507
Don't add swizzle at all if it's the identity, after combining extracts
2016-04-22 14:40:40 +02:00
baldurk
d39782e979
Remove need for type() constructor around shuffles of one vector
2016-04-22 14:40:39 +02:00
baldurk
91f36afb59
Fix check on VectorShuffle referring to second vector components
2016-04-22 14:39:34 +02:00
baldurk
284dfa87a4
Only put brackets around base string if it's inlined
2016-04-22 14:34:22 +02:00
baldurk
2c59d0daa8
Simplify any CompositeConstructs that have all parameters equal
2016-04-22 14:33:39 +02:00
baldurk
7de2fc670b
Don't wrap ()s around math ops that aren't inlined
2016-04-22 14:12:01 +02:00
baldurk
3ba582820a
Merge together multiple CompositeExtracts/CompositeConstruct
...
* This happens because CompositeConstruct takes a number of scalar
parameters to form a vector, so for float4(foo.xyz, 1.0f) it will do
three extracts from foo for each component, then construct. We can
merge it all together in that case.
2016-04-22 14:03:39 +02:00
baldurk
4b34a3ad1d
Detect i++ increment type operations
2016-04-22 12:42:45 +02:00
baldurk
55015d6bbe
Handle separated BranchConditional ops for loop conditions
2016-04-22 12:31:39 +02:00
baldurk
3138bc7bef
Remove capital "Return", as it looks weird
2016-04-22 12:19:35 +02:00
baldurk
c069b0eeaf
recognise else if() blocks, and don't intend each else one more level
2016-04-22 11:53:38 +02:00
baldurk
9d6b12c5a9
Disassemble OpPhi - ensure phi parameters are around
2016-04-22 11:35:40 +02:00
baldurk
768f86b5b1
Move '100' complexity constant to a define
2016-04-22 11:34:36 +02:00
baldurk
17c30078e2
Add expand and collapse all functions to event browser menu. Refs #254
2016-04-21 18:08:18 +02:00
baldurk
4f919696ef
Don't call GetImageSubresourceLayout - it's invalid on optimal images
...
* Instead we manually calculate the tightly packed offsets
2016-04-21 12:45:50 +02:00
baldurk
edf72e3fa1
Check return value of vkQueuePresentKHR properly
2016-04-21 12:45:49 +02:00
baldurk
fa41ac7845
Treat packed D32S8 and D16S8 formats as 5/3 byte formats respectively
2016-04-21 12:45:48 +02:00
baldurk
bd81b5bf73
Fix typo/copy-paste error in GetByteSize
2016-04-21 12:45:48 +02:00
baldurk
10e11bd83d
Don't allow Apply_InitialState to clear a compressed image
2016-04-20 18:56:41 +02:00
baldurk
c5440c6a22
Handle buffers having stricter memory size requirements. Closes #213
2016-04-20 18:56:39 +02:00
baldurk
1948bd5041
Don't apply barrier to dummy images until memory is bound
2016-04-20 18:56:38 +02:00
baldurk
9f91f16f8a
Add COLOR_ATTACHMENT usage for dummy images - works better for MSAA ones
2016-04-20 18:56:36 +02:00
baldurk
8ef297338b
Use 4x MSAA for dummy images, more widely supported
2016-04-20 18:56:34 +02:00
baldurk
4ad588d764
VirtualAllocEx expects 0 for size if passing MEM_RELEASE.
...
* Thanks RangerWu (in #171 ) for pointing this out!
2016-04-19 08:34:55 +02:00
baldurk
6aae7b31cc
Make sure to resize offsets and descSets at the same time
...
* Fixes a crash when selecting an object with no descriptor sets bound
(as the fetching of post-VS output added a descriptor set, but not
an offset array).
2016-04-18 20:45:55 +02:00
baldurk
c43f40a063
Fix VS2015 compiler warning. Closes #252
2016-04-18 16:12:44 +02:00
baldurk
bbc75cc59d
Follow-up fix for 840338140d, the same thing could happen on replay
...
* This is fixed upstream in the loader, but only on master and people
could be running 1.0.5 or 1.0.8 for a long time, so we can't afford
to just leave it to the loader to fix
2016-04-18 12:18:26 +02:00
baldurk
2e439c0515
Don't submit, signal, reset or wait on fences at all.
...
* There's no point passing a fence to vkQueueSubmit to be signalled as
it might not be in the right state, and we don't have anything going
to wait for it.
2016-04-18 12:22:30 +02:00
baldurk
91b454241e
Add extra parameters to assert on D3D11 chunk context
2016-04-17 19:10:53 +02:00
baldurk
88c9c52318
Fixes for crashes and output bugs saving two-component textures
2016-04-17 18:51:38 +02:00