Commit Graph

3312 Commits

Author SHA1 Message Date
baldurk d0a292f611 Fix off-by-one error on D3D11's current EID when executing 2016-06-20 14:32:56 +02:00
baldurk 3e0b71de60 Fix error messages and check that we're actually validating floats 2016-06-20 14:32:55 +02:00
baldurk 792f9f1766 Add resampling down to max width 1024 of GL screenshots. Closes #241 2016-06-20 12:30:52 +02:00
baldurk e173cc2268 Remove forceExecute parameter from GL/Vulkan drivers
* This is only needed on D3D11 for historical architectural reasons as
  clears/copies/etc can be stored in the pre-capture chunks.
2016-06-20 12:13:46 +02:00
baldurk 1a15e230ad Remove FIRST_CONTEXT_CHUNK from D3D11 driver
* This wasn't needed anymore, and would have caused backwards-compat
  problems if non-context chunks really needed to go before it.
2016-06-20 12:13:12 +02:00
baldurk 68ba7313c3 Force TreeListView scrollbars to create handles on startup. Closes #202
* I honestly don't know why this fixes it really. I finally got a
  reliable repro which involved somehow scrollbars becoming visible and
  creating their window handles in a weird circumstance while dragging
  the window off fullscreen, and that causing the window handle create
  to fail.
2016-06-17 22:59:42 +02:00
baldurk a26a5c0665 Handle UpdateSubresource workaround needed on software command lists 2016-06-17 20:03:25 +02:00
baldurk 623e5681c2 Update dist.sh text for new docs build method 2016-06-17 19:59:30 +02:00
baldurk a9560efcdb Work around Intel GL bug with vertex array state queries 2016-06-17 17:16:07 +02:00
baldurk 4516120293 Add support for capturing the first frame in Vulkan.
* Defined as beginning at the creation of the first swapchain, to the
  first Present().
* This is mostly useful for samples that don't enter a proper present
  loop and just present once before exiting.
2016-06-17 17:13:51 +02:00
baldurk 10629ab92b Use https URLs to access renderdoc.org
* Previous versions accessing the http URLs will be redirected soon (as
  of time of writing this). The POST /bugsubmit won't be redirected as
  it's not feasible to redirect POST requests, but that will continue
  working.
2016-06-17 14:12:19 +02:00
baldurk dc1c7323e6 Direct log output to __android_log_print 2016-06-17 13:52:48 +02:00
Michael Rennie ad2b266f95 Makefiles to build apk for RenderDocCmd on Android & More replay fixes. 2016-06-17 13:50:00 +02:00
baldurk 3aad67f05d AMD now reports transfer capability for swapchain images 2016-06-17 13:18:49 +02:00
baldurk 6677ef1a33 Properly unwrap parameters passed to Discard*(). Refs #282
* Also at the same time, serialise the Discard*() functions so that we
  can replay them with nice obvious 'this has been discarded' effects.
2016-06-17 13:02:03 +02:00
baldurk 25d2fea3c9 Support querying for IDXGIResource in OpenSharedResource 2016-06-17 10:14:23 +02:00
Baldur Karlsson d521054aa4 Merge pull request #283 from jekstrand/vk-shader-fixes
vulkan: Add locations to fragment shader inputs
2016-06-15 14:14:49 -04:00
Baldur Karlsson 5c2ac32f66 Switch docs.renderdoc.org to renderdoc.org/docs
* This lets the link be https (as I don't have a wildcard cert)
2016-06-15 20:10:54 +02:00
Jason Ekstrand 8034d1a678 vulkan: Add locations to shader inputs/outputs
As-is, glslang doesn't provide default locations on inputs so these weren't
getting any location decorations whatsoever.  This is illegal in Vulkan.
While putting them in a struct *should* be possible in theory, glslang
doesn't like to do it with the glsl version in the shader.  Just splitting
them into separate inputs seems like the most reliable solution.
2016-06-15 10:35:15 -07:00
baldurk 8aafe12bf8 Add debug manager initialisation progress bar updating to GL 2016-06-09 17:37:17 -07:00
baldurk 7884b0e825 Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11 2016-06-09 17:37:16 -07:00
baldurk b55f08843d Travis: Disable clang-format checking while llvm.org/apt is down 2016-06-09 16:00:19 -07:00
baldurk e263c107de Rejig the features list in the docs so it's not one-per-API
* It doesn't make sense when 90% of the features are available in all
  APIs now.
2016-06-09 15:59:43 -07:00
baldurk 1f3800382f Don't call vkCmdSet* for non-dynamic states when applying pipe & state 2016-06-09 15:30:31 -07:00
baldurk ed018f23e8 Add shader edit & replace for vulkan (without source for now)
* Currently at least glslang doesn't emit OpSource with source data
  embedded, so we don't pull it out and for the moment we just pre-fill
  the shader editor with the disassembly text (which is sort of but not
  really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk 6a7e745b97 Don't do a bunch of unnecessary runtime string contenation 2016-06-09 13:57:01 -07:00
baldurk 943ecdef58 Coverity: Ensure bitshifts are done at 64-bit precision
* We use more than 32-bits in the cache key, so we need to be sure that
  any bitshifts are done at 64-bit, since 32-bit shifts are undefined.
2016-06-09 13:57:01 -07:00
baldurk a990f5adb7 Coverity: Be clearer about only using viewportstate if we have it 2016-06-09 13:57:00 -07:00
baldurk 54fd063740 Coverity: Ensure GL GetByteSize() returns at least 1, for sanity 2016-06-09 13:56:59 -07:00
baldurk 5183420f14 Coverity: Fix potential NULL pointer dereference 2016-06-09 13:56:59 -07:00
baldurk 2bda634c7b Coverity: Fix mistakes where both branches were incorrectly the same 2016-06-09 13:56:58 -07:00
baldurk 4cba0994a1 Coverity: Correctly handle stencil only formats in VK minmax/histogram 2016-06-09 13:56:58 -07:00
baldurk e8c5d09431 Coverity: Remove some redundant code 2016-06-09 13:56:57 -07:00
baldurk d7c6ff3eb8 Coverity: Check return value of Create*State1 properly with D3D11.1 2016-06-09 13:56:56 -07:00
baldurk 1353dd3f30 Coverity: Delete leaking cbuffer staging data 2016-06-09 13:56:56 -07:00
baldurk b587d019d8 Coverity: Delete unused wrapped if GUID isn't matched in QueryInterface 2016-06-09 13:56:55 -07:00
baldurk 008375d4b4 Coverity: Fix incorrect double call to scope.Get() 2016-06-09 13:56:55 -07:00
baldurk 3c50965dc4 Coverity: Call corresponding FreeEnvironmentStrings() function to free 2016-06-09 13:56:54 -07:00
baldurk 6c5573ec3b Coverity: Delete allocated section in error case 2016-06-09 13:56:54 -07:00
baldurk 5eb5ca168d Coverity: Delete listen socket when finished acting as replay host 2016-06-09 13:56:53 -07:00
baldurk 4ae56ccdd3 Coverity: Delete leaking array 2016-06-09 13:56:52 -07:00
baldurk 0afc7ea6c3 Coverity: When possible, pass big params by const ref instead of by val 2016-06-09 13:56:52 -07:00
baldurk d5b04583dd Coverity: Fully initialise the MeshFormat returned from GetPostVS 2016-06-09 13:56:51 -07:00
baldurk fdd53feae0 Coverity: Initialise VkMemoryRequirements to 0 in case it's not written 2016-06-09 13:56:51 -07:00
baldurk 47e6b214b4 Coverity: Fix some issues found within the SPIR-V project 2016-06-09 13:56:50 -07:00
baldurk 6ddba5f0ad Don't default to max zoom when there's no current texture. 2016-06-09 10:49:04 -07:00
baldurk 65d407d5a8 Prevent custom shaders being added to the list twice 2016-06-09 10:49:00 -07:00
baldurk 8b64868025 For GLSL, insert text after #version statement. 2016-06-09 10:48:50 -07:00
baldurk 22d58cf739 Implement custom display shaders for vulkan 2016-06-09 10:48:44 -07:00
baldurk fe1ca92c86 Add single flush validate code to PickVertex 2016-06-09 10:46:58 -07:00