baldurk
bbafa5cd4d
Fix GLES display of wireframe overlay for non-indexed draws
2018-10-04 16:07:37 +01:00
baldurk
11cba8d36b
Disable quad overdraw overlay on GLES
2018-10-04 16:07:37 +01:00
baldurk
ec165964bc
Fix some pedantic GLSL compilation problems
2018-10-04 16:07:36 +01:00
baldurk
91ac88d6b5
Add an '(Active)' suffix on active APIs to be clearer about it
2018-10-04 16:07:36 +01:00
baldurk
995caa2636
Implement empty-marker hiding options for event browser
2018-10-04 16:07:36 +01:00
baldurk
8879d9a9bf
Don't add API Calls dummy draws inside regions for only marker API calls
...
* On Vulkan/D3D12 we only do this for actual regions, for command buffer
boundaries we always insert the dummy draw.
2018-10-04 16:07:36 +01:00
baldurk
92feb1013b
Don't require an extra descriptor set for vulkan postvs fetch
2018-10-04 16:07:35 +01:00
baldurk
b87792f721
Store map offset in GPUBuffer so we only flush the mapped range
2018-10-04 12:54:51 +01:00
baldurk
d31457b4ae
Add CGL header to VS project
2018-10-03 16:41:46 +01:00
baldurk
b99aeee640
Merge OpenGL framework headers into cgl.h. Closes #1106
...
* The latest OpenGL.h headers from apple have deprecation warnings-as-errors.
Rather than disabling them, bring the headers into the source tree since a
future mac release might delete the headers entirely.
2018-10-02 19:25:30 +01:00
baldurk
30ece375e1
Submit wait semaphores when rendering vulkan overlay. Closes #1110
2018-10-02 19:00:53 +01:00
baldurk
7f0df0821e
On macOS work around broken compilers by disabling inheriting CC & CXX
...
* Normally we want to inherit CC and CXX from the parent process to ensure that
the user's choice of compiler is respected. Unfortunately macOS 10.14 starts
shipping broken compilers, so inheriting CC & CXX causes the swig compilation
to fail.
* As a workaround, we just disable this on macOS assuming the user won't ever
want to override CC & CXX because it's all locked into XCode anyway.
2018-10-02 18:26:26 +01:00
baldurk
1c05c5e5d1
Add option to renderdoccmd replay to specify a loop count
2018-10-02 16:23:40 +01:00
baldurk
4937a9e4b9
Skip initial application of FBO 0 state, before context FBO is created
2018-10-01 18:28:11 +01:00
baldurk
ad5cfcd290
Pass through and display VAO object in GL pipeline state
2018-10-01 18:27:44 +01:00
baldurk
989971f6af
Make sure structs exposed to python have explicit copy constructors
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* This means SWIG generates a copy constructor which is very useful for making
duplicate objects in python. Without an explicit 'default copy constructor'
statement, SWIG doesn't generate one.
2018-10-01 18:12:28 +01:00
baldurk
49b247a7ec
Add missing init chunk registration for a number of GL functions
...
* This mostly benefits VAO/FBO where there are lots of function calls for
configuration of the actual object state.
2018-10-01 18:06:23 +01:00
baldurk
0ffff7d5da
When creating an unsized renderbuffer, convert to sized. Closes #1116
2018-10-01 16:38:40 +01:00
baldurk
a008a4825b
Handle unsized DEPTH_STENCIL as a texture format
2018-10-01 15:30:39 +01:00
baldurk
ab270f7ef2
Handle replaying if context has no backbuffer FBO
2018-10-01 15:28:29 +01:00
baldurk
b200852eae
Skip counter & indexed queries while doing FetchCounters
2018-10-01 15:27:57 +01:00
baldurk
8a3d85ebed
Use Query resource type for resources in glCreateQueries
2018-10-01 15:12:24 +01:00
baldurk
dd01a3036f
Don't use slice in texture cache key for 3D textures
2018-09-28 17:58:52 +01:00
Igor Surmin
4a4fdb40e7
Implement Intel performance counters support for D3D11
2018-09-28 16:12:23 +01:00
baldurk
d61726bde3
Set baseArrayLayer to 0 when copying from 3D image
2018-09-28 15:03:12 +01:00
baldurk
66e8c6f9ff
Don't set invalid zoom level when no previous texture size is set
2018-09-28 15:03:12 +01:00
baldurk
d1bdae94a7
Add workaround for QTBUG-52697, manually do high-dpi in rich text
2018-09-28 15:03:12 +01:00
Jeremy Lukacs
66319d72bb
Fix D3D12 debug overlay pipeline creation
2018-09-28 09:42:32 +01:00
baldurk
f20c2d1c43
Fix handling of multi-dimensional arrays in GL uniforms
2018-09-27 18:48:47 +01:00
baldurk
bcd086e423
Fix calculation of array-of-structs bytesize calculation
2018-09-27 16:43:22 +01:00
baldurk
525ea12112
Fix handling multi-dimensional arrays in SPIR-V disassembly & reflection
2018-09-27 16:31:32 +01:00
baldurk
90b432b622
Update interceptor-lib LLVM compile instructions to match STL
2018-09-27 14:44:14 +01:00
baldurk
9116983972
Fix error mail script with incorrect quoting
2018-09-27 14:44:13 +01:00
baldurk
6f1a458c8a
If a non-global dlopen happens, check for loaded libraries. Closes #1114
2018-09-27 14:44:13 +01:00
Jeremy Lukacs
de4bf9711c
Fix D3D12 expanded pipeline state creation
2018-09-27 09:33:00 +01:00
baldurk
0bad880e72
Handle EINTR errno correctly
2018-09-26 13:39:26 +01:00
baldurk
3893fc2567
Make sure to trim off filename for windows paths, or if there's no path
2018-09-26 13:26:11 +01:00
baldurk
4ac54ac554
Add VirtualFileDialog fall back if initial directory is invalid
2018-09-26 13:24:18 +01:00
baldurk
3cc0159b84
Create client-memory fake buffers after serialising context activation
...
* Doing it this way around ensures that the creation of the buffers themselves
doesn't trash the state of the previous context with bind-to-edit calls.
2018-09-26 13:03:48 +01:00
baldurk
b47ca371e7
When deleting objects for a context, don't double-increment iterator
2018-09-26 12:54:07 +01:00
baldurk
9aedacdc90
Serialise glObjectLabel calls in the resource's own record
2018-09-26 12:53:52 +01:00
baldurk
e13c292fac
Explicitly select c++_static STL, default Android STL is totally broken
2018-09-26 11:12:44 +01:00
baldurk
c99cce5d5b
Detect the case where no vulkan physical devices are enumerated and bail
2018-09-25 19:08:00 +01:00
baldurk
cd1d87daa1
Disable IA bytecode button when no capture is open
2018-09-25 18:39:59 +01:00
baldurk
b3c8c66a99
When reading file, handle an empty or truncated header
2018-09-25 18:24:09 +01:00
baldurk
fcb74d2f7c
Don't try to display vertex buffer if we should be using generics
2018-09-25 18:20:27 +01:00
baldurk
2eb01151c3
When mapping with VK_WHOLE_SIZE, account for any offset
2018-09-25 17:32:45 +01:00
baldurk
d0b650778b
Handle D3D12 register spaces with high values without full array size
...
* Technically register space values are arbitrary so the array should not be
resized to account for all space indices, in case one is very large.
2018-09-25 17:24:01 +01:00
baldurk
1985a6e87a
Add minimal hook to block initialisation of AMD extensions on DX12
2018-09-25 15:50:48 +01:00
baldurk
fb23f6ad1d
Add check for ANDROID_NDK, and error if not set when building android
2018-09-25 15:50:11 +01:00