baldurk
c71225e4be
Don't skip over hooked programs when doing a ordinals fixup pass
2016-10-14 17:24:36 +02:00
baldurk
42816cdc50
Implement the highlight box rendering on D3D12
2016-10-14 16:51:30 +02:00
baldurk
b15d9b6a72
Add not fully tested texture display, including depth/stencil via copy
2016-10-14 16:22:21 +02:00
baldurk
6cf08b6c71
Enable debug text for thread serialisers
2016-10-14 16:20:01 +02:00
baldurk
5c0746e261
Account for number of planes when calculating subresource count
2016-10-14 16:19:52 +02:00
baldurk
820b343ef3
Remove redundant numSubresources struct member that was just mips*slices
2016-10-14 16:19:15 +02:00
baldurk
1382138fab
Fix typo - memcpy hash not memcmp!
2016-10-14 13:22:09 +02:00
baldurk
c0d35bf522
Use thread-local memory for unwrapping parameters
2016-10-14 13:21:57 +02:00
baldurk
eee04923e4
Remove D3D lock, instead use thread-local serialisers
2016-10-14 12:43:56 +02:00
baldurk
f436c4a6bf
Handle descriptors as if they are volatile and track mid-capture updates
2016-10-14 11:56:33 +02:00
baldurk
c37ee2bb03
Display table index for root sig elements
2016-10-14 09:58:15 +02:00
baldurk
2f93a4a64b
Add #ifndef checks around hacky annotation defines
2016-10-13 19:56:43 +02:00
baldurk
11f6a98166
Handle SetConstantBuffers1 setting offset/count to 0/4096 if buf == NULL
2016-10-13 18:06:56 +02:00
baldurk
7764192a3c
Handle a possible divide by 0 if an invalid RECT is fetched
2016-10-13 16:06:25 +02:00
baldurk
a1fa1c0ca6
Handle more than 2k of saved ignored PDBs
2016-10-13 16:06:25 +02:00
baldurk
5352494aa7
Refresh module list before enumerating, to catch dynamic DLLs. Refs #364
2016-10-13 16:06:25 +02:00
baldurk
237b24e88e
Remove printing of buffers as floats. Refs #395
...
* There's no guarantee that the buffer is actually float data at all,
so printing it as such can cause float exceptions if the data includes
NaNs.
* This is not really useful anymore anyway, and if really needed the
float values can be manually converted from the hex data.
2016-10-13 16:06:25 +02:00
baldurk
f44aa27d19
Stub implement replay create and IFrameCapturer, add D3D9 windows
2016-10-13 16:06:25 +02:00
baldurk
c6a9be6df5
Add proper refcounting to wrapped D3D9 device
2016-10-13 16:06:25 +02:00
Michael Rennie
475a526ee5
Check for NULL serialiser in D3D wrappedDev.
2016-10-13 12:31:24 +02:00
Balazs Torok
825d616d64
poor man's black background
2016-10-12 19:44:20 +02:00
baldurk
6a02771846
Unify together overlay text in API-agnostic fashion
2016-10-12 18:54:56 +02:00
Balazs Torok
12e5a9a316
basic implementation for Direct3D9 and Direct3DDevice9
2016-10-12 18:04:10 +02:00
baldurk
f6c3c46050
Add clear() function alias
2016-10-12 16:50:26 +02:00
baldurk
402ef54f0d
Enable QT_MESSAGELOGCONTEXT and debugging info in release builds
2016-10-12 13:02:03 +02:00
baldurk
fbcb04944d
Add texture saving dialog
2016-10-12 00:26:15 +02:00
baldurk
7d73ad7c0e
Only apply anisotropy level when it's enabled
2016-10-10 14:01:02 +02:00
baldurk
400c596894
Make sure we don't trample over our own memory when unwrapping infos
2016-10-07 22:09:12 +02:00
baldurk
83334f01d1
Make sure we don't accidentally propagate bad GetLastError() values
...
* When relevant we do SetLastError(S_OK) before calling the 'real'
function, and likewise do GetLastError() to preserve the result if
we're doing work after the real function.
2016-10-07 22:08:48 +02:00
baldurk
e64359b40d
Fix picky clang warning about comparing enums, which is on purpose
2016-10-07 22:08:03 +02:00
baldurk
bfac4adfb8
Expose full logging to UI layer, pipe Qt messages etc into main logs
2016-10-07 15:58:45 +02:00
baldurk
ccfa1ceaed
Add some utility functions to rdctype::array/str
...
* Avoids the need to directly reference .elems to cast to const char*
for strings, and has begin()/end() for C++11 foreach loops
2016-10-07 15:58:44 +02:00
baldurk
09e3d9a81c
When remapping down, read subsequently from mip 0. Refs #390
2016-10-06 18:09:26 +02:00
baldurk
d2b2e77d35
Clean up GL/Vulkan display shader, fixes remapping of mips. Refs #390
2016-10-06 18:09:06 +02:00
baldurk
44706c3f7b
Need to remap for 8-bit formats with less than 4 channels
2016-10-06 18:07:02 +02:00
baldurk
5b02be386f
Don't read off the end of IB when up-converting to mesh pick
...
* This could lead to a crash at least on vulkan, where the memcpy reads
off the end of the data. On GL this could mean the index data doesn't
get read back.
2016-10-06 15:18:26 +02:00
baldurk
a52ca923b2
Check for File I/O failures when opening log in replay driver.
...
* I got a crash report that seemed to have a file become invalid or
unavailable in between it being opened to determine the driver (which
already handles I/O failures) and the driver opening it. This check
just makes that more robust
2016-10-06 14:36:24 +02:00
baldurk
2c9de11a89
Fix histogram slice sampling for 3D textures
...
* This changed earlier when the mip/slice indexing changed to be more
sensible.
2016-10-06 12:52:54 +02:00
baldurk
dc90d5e9dd
Make sure reported texture sample count is always at least 1. Refs #387
...
* Particularly, GL texture buffers were incorrectly setting it to 0
which was invalid and caused a crash later.
2016-10-06 12:35:09 +02:00
baldurk
d322f17695
Cache textures in GL GetTexture if they weren't seen before. Refs #386
...
* When saving the result of a custom shader visualisation, we need to
get the texture details of a live-created (ie. not from the capture)
texture.
2016-10-06 12:12:53 +02:00
baldurk
202ab8867c
Treat backbuffers as sRGB for the purposes of remapping. Refs #368
2016-10-05 11:16:04 +02:00
baldurk
c47ab2c515
Fix for conflicts between X headers and Qt due to overlapping #defines
2016-10-05 01:13:09 +02:00
baldurk
39bfe99ae5
Implement common pipeline state abstraction
2016-10-04 19:54:32 +02:00
baldurk
0f4d43cd37
Make minmax/histogram aware of custom shaders. Refs #385
...
* This moves those functions relative to an output instead of the
renderer, so they pick up the settings etc from the output
configuration.
2016-10-04 19:54:30 +02:00
baldurk
a1c72464fd
Fix a case where UNKNOWN_PREV_IMG_LAYOUT could leak out into barrier
...
* In this case we fall back to transitioning from LAYOUT_UNDEFINED
2016-10-04 19:54:29 +02:00
baldurk
00c5546198
Bump GL serialise version to account for added buffer initial states
2016-10-04 19:54:27 +02:00
baldurk
8c09722d67
Fix variable shadow warnings
2016-10-02 20:25:19 +02:00
baldurk
9ee4653a7a
Add triangle size overlay, showing heatmap of triangles < 4x4 in area
2016-10-02 20:04:43 +02:00
baldurk
b959b0ce30
Specify TRANSFER_DST usage for overlay image, to allow clears
2016-10-02 20:01:32 +02:00
baldurk
f7113e94ae
Make sure image view formats match properly for dummy views
2016-10-02 20:01:31 +02:00