Baldur Karlsson
c43bbe05b8
Merge pull request #371 from michaelrgb/master
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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.
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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
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* 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
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* 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
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* 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
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* 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
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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
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* 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
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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