Commit Graph

3011 Commits

Author SHA1 Message Date
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