baldurk
ca9293c576
Fix File->Exit shortcut clashing with File->Recent Capture Settings
2015-11-09 23:05:02 +01:00
baldurk
4aecbfe567
Handle whitespace in the middle of #version, etc directives. Refs #168
2015-11-09 23:01:30 +01:00
baldurk
e9d7e51159
Handle shader reflection being NULL without crashing. Refs #168
...
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk
25eb320f23
Hook wglSwapBuffers, wglSwapLayerBuffers and wglSwapMultipleBuffers
2015-11-04 10:20:03 +01:00
baldurk
28f0e7a484
Clear GL errors after Fetch/Apply state
...
* This can happen if e.g. some state we're fetching or restoring is not
supported on the current GL context.
2015-11-03 22:54:43 +01:00
baldurk
ad805e8117
Allow excess VS sig system value elements versus IA bytecode. Refs #167
...
* The VS can consume system value semantics at the end of the signature
that weren't present in the IA layout's bytecode. Note that if the
order changes (ie. the system value element is first) then that's not
OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk
910e261133
Only display RW thumbnails if the shader actually uses them
2015-10-26 18:31:17 +01:00
baldurk
9856b171c1
Take stencil value from max of red or green channel
...
* I swear some implementations return stencil in the green channel, but
the spec says red channel. This should be safe
2015-10-26 18:15:31 +01:00
baldurk
26b2901931
Bugfix for viewports on C++ side not matching C# structure
2015-10-26 18:04:07 +01:00
baldurk
543f15ae4a
Fix GL clear-before-draw shader overlay. Refs #164
2015-10-26 11:49:23 +01:00
baldurk
0199a6c36b
GetSizedFormat should handle GL_STENCIL_INDEX as well. Refs #165
...
* Maybe GL_STENCIL isn't even ever valid, I have no idea.
2015-10-26 10:51:26 +01:00
baldurk
dda2160225
Don't mark vertex buffers used if the input layout slot isn't used
2015-10-25 23:34:38 +01:00
baldurk
57ba6e0806
Add overlays to clear before current draw/pass. Refs #164
...
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk
761358c899
32-bit compile fix
2015-10-25 15:28:16 +01:00
baldurk
2b7135c85a
Make sure depth/stencil test disabled shows all-green overlay. Refs #159
2015-10-25 15:26:24 +01:00
baldurk
4de6abb365
Make sure shader&program interface is consistently ready. Refs #166
2015-10-25 15:10:44 +01:00
baldurk
c7cfdcc689
Add basic support for displaying/picking S8 textures. Refs #165
2015-10-25 14:09:43 +01:00
baldurk
446f0ee4a6
Record glUseProgramStages 'live' if it happens mid-frame. Refs #160
2015-10-25 13:11:48 +01:00
baldurk
56c5b0f884
Fix commit 2714754, Start and End calls weren't consistent. Refs #158
2015-10-17 14:08:58 +02:00
baldurk
33347d2e3d
Fetch compute thread dimensions after parsing disassembly
...
* This fixes an issue where the compute shader debugging wouldn't let
even thread 0,0,0 be debugged as the dimensions bounds checks were
wrong.
2015-10-13 17:42:56 +02:00
baldurk
036ab1d24f
Linux compile fix, cast window to to void*
2015-10-11 16:13:04 +02:00
baldurk
1b99bb3dfc
Add warning and clip display if a buffer will be too large
...
* E.g. if a huge buffer is displayed as just floats, there could be
100s of millions of rows. Instead, we clip to 200,000 (anecdotally
where things start getting a bit laggy on the control), and allow
advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk
5a401cf541
Linux compile fix
2015-10-10 10:40:08 +02:00
baldurk
a87f3bf0b9
Better handling of the case where a context isn't current on start/end cap
...
* Usually if Start/End frame capture happens on a thread without a context
current, we activate one temporarily for our bookkeeping. This can fail
if that context we want is active on another thread. In this case, we
fall back to the most recently seen context that *isn't* active anywhere.
This isn't perfect, but it's better.
2015-10-09 13:14:13 +02:00
baldurk
4a45dcf32c
Don't hook createcontext calls recursively
...
* This can happen if wglCreateContext ends up calling wglCreateLayerContext
2015-10-09 13:12:32 +02:00
baldurk
7edf87daf3
Don't rely on GL_TEXTURE_COMPRESSED queries, check format on our own
2015-10-09 13:11:21 +02:00
baldurk
6694c7302f
Check if DataPtr itself is NULL (GetDataPtr() includes offset)
...
* Prevents a crash if a buffer's first glBufferData comes in during frame
capture and it doesn't get stuck without data allocated in the record.
2015-10-09 13:09:57 +02:00
baldurk
0fe73ac165
Don't serialise many redundant SetResourceName chunks in a row
2015-10-07 20:06:42 +02:00
baldurk
11286b0f71
Make sure find results textbox is marked read-only
2015-10-07 20:00:45 +02:00
baldurk
a98e7eb9d6
Clear search results for each new search
2015-10-07 20:00:33 +02:00
baldurk
239abd08dd
Remove all newlines from find-in-files results
2015-10-07 19:56:52 +02:00
baldurk
6c01972d50
Add debug message to alert users if D3D11.1 calls can't be replayed
2015-10-06 17:16:34 +02:00
baldurk
0c1ba13a5f
Fix shader debugging warning message
2015-10-06 17:09:46 +02:00
baldurk
bf9e6c1156
Make sure to unset the update flag if we're on the latest version
2015-10-06 17:07:51 +02:00
baldurk
c4d95421e0
Fix crash if main window is closed while update check is ongoing
2015-10-04 15:31:10 +02:00
baldurk
90e1b5c1b1
Create context debug data as late as possible, in SwapBuffers. Refs #155
...
* This means we avoid creating debug objects in wglMakeCurrent and so
you can call wglShareLists after that safely.
2015-10-02 19:03:53 +02:00
baldurk
079a44b4a9
Speculative fix - try to avoid crashes if hooked dlopen is called early
...
* This isn't particularly stable/nice, probably needs a complete rethink
2015-10-01 00:51:22 +02:00
baldurk
e2871e1245
Add typedef for old binary compatible versions to avoid annoying people
2015-09-30 22:18:06 +02:00
baldurk
59e604be91
Bump in-application API to 1.0.1. Backwards ABI compatible with 1.0.0
2015-09-30 22:14:38 +02:00
baldurk
d4ffbe417b
Enclose resource list usage in critical sections. Refs #157
2015-09-30 21:52:55 +02:00
baldurk
271475410b
Go through consistent path to capture. Fixes IsFrameCapturing. Refs #158
2015-09-30 21:30:12 +02:00
baldurk
98d3cae896
Ignore glBindBuffer where target is GL_NONE
...
* This is possibly some logic error on my side, but it might be a bad
call from the app. Either way it is invalid so it should be dropped.
2015-09-26 23:48:14 +02:00
baldurk
94863b7afe
Set index byte width for glMultiDrawElements - fixes crash
2015-09-26 23:48:14 +02:00
baldurk
73c1049ecf
Don't apply TEXTURE_MIN/MAX_LOD state to texture rectangles
2015-09-26 23:48:13 +02:00
baldurk
7a8e6020b5
QRenderDoc build fix - allow includes relative to project root
2015-09-26 20:19:08 +02:00
baldurk
b60868254e
Bump version number to v0.27
2015-09-26 00:14:56 +02:00
baldurk
ebe442d1d8
Update tips dialog and add a menu item for it.
v0.26
2015-09-25 21:09:12 +02:00
baldurk
b5f73cbb63
Don't call TextureBinding where enum might be GL_NONE. Refs #156
2015-09-24 18:40:11 +02:00
baldurk
f3abf31148
Catch FinishCommandList calls on immediate context, and throw an error
2015-09-24 18:30:14 +02:00
baldurk
7fdadc52f7
Fix register/variable highlighting sometimes getting busted
2015-09-23 13:30:12 +02:00