Commit Graph

4066 Commits

Author SHA1 Message Date
Baldur Karlsson c43bbe05b8 Merge pull request #371 from michaelrgb/master
D3D11 RDCERR assumes size is 16byte aligned, as buffers are created so.
2016-09-21 15:55:28 +02:00
Michael Rennie 57b5309a97 D3D11 RDCERR assumes size is 16byte aligned, as buffers are created so.
Fixes crash in Mesh Viewer.
2016-09-21 14:03:25 +01:00
baldurk ab77e74adb Add some bullet-proofing and better messages for GL errors. Closes #367
* While it's not feasible to completely protect against invalid use of
  APIs (or at least, it would be outside the scope of the project), we
  can at least add some friendlier/more clear messages to the asserts we
  already have, and add some simple NULL checks.
* This won't cover everything but at least it's better than nothing and
  might give a better idea of what the problem is.
2016-09-20 13:21:09 +02:00
baldurk ff62dbaa72 During replay, make sure calls to exported GL functions work. Refs #366
* These functions are intended only for hooking via LD_PRELOAD, but they
  will also be picked up by any replay application calling into GL. We
  need to make sure then that the real function pointer is fetched in
  time to be able to call it.
2016-09-20 13:21:09 +02:00
baldurk e3cf86fba2 Keep modified qrenderdoc arguments around until end of execution 2016-09-20 13:21:09 +02:00
baldurk 953ebe0389 Avoid __builtin_cpu_supports to workaround gcc bug. Refs #366
* Upstream stb_image.h uses __builtin_cpu_supports to detect if SSE2 is
  available, but GCC versions from at least 5.4 and up to apparently
  6.1.1 on Fedora 24 then give an error about a missing hidden symbol
  __cpu_model when the resulting code is compiled into a DSO.
* Avoiding this by just assuming x64 gives SSE2 will fix 99% of cases,
  and it's not a big loss for the tiny minority with SSE2 on x86 to miss
  out. Thanks to @Anteru for this suggested fix!
2016-09-20 13:21:09 +02:00
baldurk 45551e58cc Implement pixel picking on D3D12 2016-09-19 18:31:28 +02:00
baldurk ece0725d8e Fix display of mips with D3D12 texture display hack 2016-09-19 18:31:28 +02:00
baldurk 20b6c86119 Ensure barriers are recorded into the right command list for application 2016-09-19 18:31:27 +02:00
baldurk 759b75da8b Use cached vector 2016-09-19 18:31:26 +02:00
baldurk cd40051ac7 Add serialising of DiscardResource calls 2016-09-19 18:31:26 +02:00
baldurk 89e8743e08 Handle stencil ref and blend factor commands for D3D12 2016-09-19 18:31:25 +02:00
baldurk fa2be586cc Escape & in the text of drawcall nodes in event browser
* Otherwise it becomes a shortcut sequence for some bizarre reason
2016-09-19 18:31:24 +02:00
baldurk 39b0804cdb Add a single-flush-validate flush after each initial state application 2016-09-19 18:31:23 +02:00
baldurk 25e1d634fe Clear root signature bindings when a new signature is bound 2016-09-19 18:31:22 +02:00
baldurk 0bb42a0629 Set compute root signature elements to compute, not graphics 2016-09-19 18:31:21 +02:00
baldurk c5fb06bbca Transition the right subresource in barriers 2016-09-19 18:31:21 +02:00
baldurk 862223b4cb Disassemble root signature at replay time too 2016-09-19 18:31:20 +02:00
baldurk 278b2e41bc Add ExecuteIndirect and Dispatch serialisation 2016-09-19 18:31:19 +02:00
baldurk 32ae271664 Add remaining copy/resolve commands 2016-09-19 18:31:18 +02:00
baldurk 3df14b82be Serialise UAV clears (int/float) 2016-09-19 18:31:16 +02:00
baldurk 69e05cb0a4 Fill in the rest of the root signature functions 2016-09-19 11:44:01 +02:00
baldurk b79f170e24 Fix typo when mapping 3D texture - fetch right subresource. Refs #359 2016-09-17 09:17:24 +02:00
baldurk c0b3f39f06 Add a couple of log lines about sockets for diagnostics. Refs #362 2016-09-16 21:30:00 +02:00
baldurk fa6079d4cd Appveyor compile fix for ordinal-as-pointer down cast 2016-09-16 20:06:46 +02:00
baldurk 081dfe5ae3 Update message code muting for latest SDK 2016-09-16 19:43:26 +02:00
baldurk 778d1399ea Add checks for drawcalls outside of render passes (primary/secondary) 2016-09-16 19:43:17 +02:00
baldurk a2a63104dd When nudging with arrow keys, account for selected mip 2016-09-16 18:36:38 +02:00
baldurk 6ee3644f65 Fix incorrect source operands being used in sample operations 2016-09-16 18:36:21 +02:00
baldurk 2911fb18a2 Add a teeny-tiny nudge when sampling a specific slice of a 3D texture 2016-09-16 18:07:14 +02:00
baldurk ae1534d135 More fixes for variable shadowing warnings 2016-09-16 17:49:39 +02:00
Baldur Karlsson 83f23150f2 Merge pull request #361 from ianelliottus/ian_160915
Changes to "AndroidManifest.xml" file
2016-09-16 17:34:49 +02:00
baldurk 52e72e5acf Appveyor fixes - variable shadowing warnings on VS2015 compiler 2016-09-16 17:34:37 +02:00
baldurk e173318de2 Don't copy buffers that are already on a readback heap, read directly 2016-09-16 17:10:22 +02:00
baldurk c6f4eed3ab Don't create UAVs with only a counter resource and no main resource 2016-09-16 17:09:47 +02:00
baldurk b2d9b33f15 Filter out transition barriers with NULL resources on replay 2016-09-16 17:09:00 +02:00
baldurk 634679cd8d Create NULL descriptors (for undefined entries) with the right type 2016-09-16 17:08:35 +02:00
baldurk 29204eb3f5 Add parameters to Reset() as framerefs not parents
* This ensures that the resources are referenced and pulled into the
  final capture - parents of the list record will get lost.
2016-09-16 17:07:27 +02:00
baldurk 56eef07de1 Create readback buffers without any flags (like RTV/UAV access) 2016-09-16 16:31:57 +02:00
baldurk 5577882879 Wrap and serialise CommandSignatures 2016-09-16 16:31:47 +02:00
baldurk 3931a79d79 Don't enable GPU-based validation by default, it's heavyweight. 2016-09-16 16:31:13 +02:00
baldurk 9301ec0838 Wrap and serialise query heaps 2016-09-16 16:12:02 +02:00
baldurk a635b8273f Unwrap descriptors even for NULL case (Thx to @galop1n 92e731465c) 2016-09-16 13:55:18 +02:00
baldurk 92404bd015 Unwrap CPU descriptor handle to ClearUAV (Thx to @galop1n 7f0cb2841c) 2016-09-16 13:52:56 +02:00
galop1n 9c2a6ec77f mip levels at 0 means full mip chain
When a resource set the description MipLevels to 0, d3d generate a full
mip chain, we have to compute the count to allocate the proper amount
of subresource states.
2016-09-16 13:50:02 +02:00
galop1n f869d6d91b Fix stale resource manager pointer in serializer 2016-09-16 13:48:42 +02:00
baldurk af259e24ef Serialise CreateHeap and CreatePlacedResource 2016-09-16 13:47:58 +02:00
baldurk a9e36efa18 Unwrap different types of barriers properly 2016-09-16 13:47:19 +02:00
baldurk d9a7e43573 Enable GPU-based validation layer if possible, add dummy ID3D12Debug1 2016-09-16 13:17:44 +02:00
baldurk b8a5d1e33a SetGraphicsRoot32BitConstant 2016-09-16 13:17:09 +02:00