baldurk
cbbce5b033
Do index buffer remapping in vulkan
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* This allows vulkan to handle index buffers with huge differences between
minimum and maximum indices without over-allocating.
* It does mean we can no longer use the original index buffer as-is without
changes, but this is a fair trade-off.
2018-08-03 14:47:16 +01:00
baldurk
d79ead308f
Make a little more room in VTX/IDX columns in buffer viewer
2018-08-03 14:47:15 +01:00
baldurk
84a90bfdaf
Update RenderDoc API version to 1.2.0, add new function. Closes #1037
...
* The new function SetCaptureFileComments allows users to add comments to a
capture after creating it at any time.
* We also use anonymous union to remove the need to duplicate API structs for
backwards compatibility.
2018-08-03 11:16:24 +01:00
baldurk
27de5beb76
Remove dos newline characters from comments edited in UI
2018-08-03 11:16:23 +01:00
baldurk
9774c9be9b
Use remapped set of physical devices to create device. Closes #1062
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* m_ReplayPhysicalDevices contains the physical devices enumerated on replay,
which could be arbitrary and not matching etc.
* m_PhysicalDevices contains the physical devices remapped in order to produce
the closets match to the capture's PD in each slot, using the PDs available.
2018-08-03 11:16:23 +01:00
baldurk
7061830f52
Mark resources as clean immediately when they are released
2018-08-03 11:16:22 +01:00
baldurk
a1dca66f76
Add sleep to RGP worker thread loop
2018-08-03 11:16:22 +01:00
baldurk
04dc71ce32
Fix compilation of depth MSAA <-> Array shaders on Vulkan
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* glslang doesn't like the GL_ARB_sample_shading extension
2018-08-02 18:44:31 +01:00
baldurk
1ab163d1d5
Add ignore of gdi32full.dll
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* We don't want to hook gdi32full.dll for the same reason as gdi32.dll - we just
catch function calls going in, not coming out at a 'system' level.
2018-08-02 18:44:30 +01:00
baldurk
948274189c
Don't register live resources during capture
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* Otherwise we try and delete these resources on shutdown, which we shouldn't.
2018-08-02 11:32:43 +01:00
baldurk
e636b610f9
Get DataType from internal format if there's no hint
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* dataType would never have been eGL_NONE previously, since it's either set to
the hint or eGL_UNSIGNED_BYTE.
2018-08-02 11:32:43 +01:00
baldurk
fa7fab9eb4
Speed up application of upload heaps on D3D12 captures
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* If we keep the data in CPU memory since we're going to need to CPU upload
anyway, the copy goes significantly faster.
2018-08-02 01:18:01 +01:00
baldurk
39258daff7
Ensure GetProcAddress is populated first
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* This makes sure that we have glXGetProcAddress / eglGetProcAddress available
first so that we can then bootstrap and fetch other functions.
2018-08-01 23:55:33 +01:00
baldurk
1443422cf7
Use libGL.so.1 instead of libGL.so for dynamic access
2018-08-01 23:55:30 +01:00
Oliver Fallows
13375dc722
Use free stack for wrapped pools
2018-08-01 18:58:16 +01:00
baldurk
955f41a074
Don't allow registered x86 layer to hide a non-registered x64 layer
2018-08-01 18:41:59 +01:00
baldurk
59529d4f42
Don't infinite loop if encountering invalid characters in hlslDefines
2018-08-01 18:09:32 +01:00
baldurk
13bff84c8e
Serialise thumb separately in XML/ZIP import
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* That means that if the thumb is missing we don't try and use the last buffer
as a thumb when it's not.
2018-08-01 17:29:40 +01:00
baldurk
05dd4e1946
Fix serialisation of number of subresource in D3D11 initial state
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* The serialised value changes the number of serialised buffers later, so it
must be saved exactly right and not post-multiplied with data that won't be
available during structured import.
2018-08-01 17:29:40 +01:00
baldurk
34b1d0ecf9
Fetch all samples when caching MSAA textures for replay proxy
2018-08-01 17:29:39 +01:00
baldurk
a82c7a10d3
Implement proxied MSAA texture contents on OpenGL
2018-08-01 17:29:39 +01:00
baldurk
05a9318dc9
Don't query sampler params from MSAA textures
2018-08-01 17:29:38 +01:00
baldurk
602b5db72b
Re-swizzle D24S8 textures on GL into the order expected for texture data
2018-08-01 17:29:38 +01:00
baldurk
92d414780f
Only do early channelExtract splatting for regular formatted textures
2018-08-01 17:29:37 +01:00
baldurk
d93ad942f2
Fix component type/count values for depth/stencil GL types
2018-08-01 17:29:37 +01:00
baldurk
9c1b7f1d79
Implement proxied MSAA texture contents on D3D11
2018-08-01 17:29:36 +01:00
baldurk
0b6f735ad2
Tidy up vertex-fragment structures in HLSL shaders
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* Fix a few mismatches and delete wireframeV2F which is not needed in any other
shaders but the mesh rendering path. Others just need SV_Position.
2018-08-01 17:29:36 +01:00
baldurk
196daacfb4
Don't clear selection when clicking on an item. Closes #1061
2018-08-01 17:29:35 +01:00
baldurk
92a9024127
Fix data-size calculation for UpdateSubResource. Closes #1059
2018-07-31 14:37:41 +01:00
baldurk
baa46cd2cb
Mark resources in UpdateSubresource as frame-referenced
2018-07-31 14:37:40 +01:00
baldurk
085b320ac2
Make sure even if we're not reading from adb that we hide its window
2018-07-31 14:37:40 +01:00
baldurk
3d519698e6
Ensure we handle filename == NULL in dlopen correctly. Closes #1058
2018-07-31 14:37:38 +01:00
baldurk
df1a494fa7
Add friendlier error if trying to use Android < 6.0 device. Closes #1060
2018-07-31 14:37:38 +01:00
baldurk
5293a2c991
If creating EGL GLES3 context fails, try without debug bit. Refs #1052
2018-07-30 13:02:11 +01:00
baldurk
d060eb354e
don't wait for adb start-server as it may never exit
2018-07-26 17:37:12 +01:00
baldurk
9cbfad59b9
Fix typo'd check in previous commit
2018-07-26 17:27:48 +01:00
baldurk
6c10eb8efd
Fix serialisation of passing NULL to 'multi-bind' GL funcs. Closes #1041
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* This is treated as if it was an array of all 0s.
2018-07-26 17:24:30 +01:00
baldurk
26ce9fcc0f
Don't serialise size_t directly in VkDescriptorUpdateTemplateEntry
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* This caused an incompatibility between 32-bit and 64-bit capture and replay.
2018-07-26 17:24:30 +01:00
baldurk
8704b555a6
Fix missing calling convention declared on EGL function pointers
2018-07-26 17:24:29 +01:00
baldurk
6e9d8cb1a8
Initialise adb on another thread
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* Otherwise the first adb access will stall heavily starting the daemon.
2018-07-26 17:24:29 +01:00
baldurk
12e43443ab
Shut down adb when closing qrenderdoc if it's our adb
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* This has some possible problems - e.g. if one copy of qrenderdoc is closed and
kills the server used by another copy. However it seems impossible to reliably
manage adb and we need to ensure we don't leave the process lingering around.
* At the moment 95% of users don't use android, so it's most important that they
have a smooth experience.
* This was the cause of problems around updating versions because adb.exe would
hang around and then be 'in use' and not able to be overwritten.
2018-07-26 17:24:27 +01:00
baldurk
bd97664681
Fix incorrect copy-pasted title on docs page
2018-07-26 17:24:24 +01:00
baldurk
8d5081abc4
Remap generic compressed formats to uncompressed on GL
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* This is legal according to the spec, as the implementation is allowed to not
compress if there is no appropriate compressed format.
2018-07-25 18:32:20 +01:00
baldurk
01f51f2948
Fix handling of shader model CheckFeatureSupport queries. Closes #1051
2018-07-25 17:59:57 +01:00
baldurk
5f2de9df05
Use sigaction to create Qt-compatible handler to reap zombie processes
2018-07-25 17:36:31 +01:00
baldurk
6b6127d965
Update zstd to v1.3.5. Closes #1046
2018-07-25 17:36:30 +01:00
baldurk
0b31bded74
Bump version to v1.2
2018-07-25 16:55:57 +01:00
baldurk
c7d5aa863e
Don't modify list of environment modifications when launching process
v1.1
2018-07-25 15:45:49 +01:00
baldurk
94694e0923
Fix processing of --updatedone
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* Mark update as not available before starting up and creating main window.
2018-07-24 17:49:32 +01:00
baldurk
bf29896f96
Fix buffer readback on vulkan not advancing source offset for copies
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* This would affect anything that displayed more than 16MB of buffer data in the
UI, as well as replay proxying with the remote server displaying more than
16MB of buffer data.
2018-07-24 15:51:32 +01:00