Commit Graph
4113 Commits
Author SHA1 Message Date
baldurk d39d2ed9dd Roll calc_hash.sh into hash_version.sh (the only place that it's used) 2016-09-27 12:55:08 +02:00
baldurk 0729f5dc06 Compile fix for android and apple 2016-09-27 12:52:14 +02:00
baldurk 563fb2dd72 Improve the 'inject into process' UI a bit
* I'd still recommend against using this whenever possible, but there
  are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
  window title.
2016-09-26 19:09:46 +02:00
baldurk a571aef6d4 Add a reference to the newly added D3D9 project 2016-09-26 17:46:21 +02:00
baldurk aeb0f3a005 For libraries opened with RTLD_DEEPBIND, use plthook to hook dlopen
* Split out the hook functions into linux and apple/android (which are
  currently unimplemented).
2016-09-26 17:33:51 +02:00
baldurk e991c12931 Add plthook for hooking libraries on linux even through DEEPBIND
* Based on a fork with slight added extra functionality at
  https://github.com/baldurk/plthook
2016-09-26 17:33:50 +02:00
baldurk 76cf599d31 Don't include official header first - it breaks on something with VS2015 2016-09-25 14:40:09 +02:00
baldurk 02e29bbbf6 Move D3D9 hooks to a separate new project, commit official DX9 headers
* Headers come from the 10.0.14393.0 windows SDK
2016-09-25 14:05:53 +02:00
baldurk c6b31ef477 Follow-up fixes to avoid warnings on x64 2016-09-23 21:36:21 +02:00
baldurk e22e813049 32-bit compile fixes with 64-bit buffer lengths and offsets 2016-09-23 16:33:44 +02:00
baldurk a88e0067b4 Add hacks to skip non-2D textures, or depth textures, and display MSAA 2016-09-23 16:00:12 +02:00
baldurk f0c6786ade No need for Serialise_CreateCommandList anymore
* This removes use of D3DLock which is a super-temporary ugly hack to
  avoid a deadlock in some cases
2016-09-23 15:59:48 +02:00
baldurk 6bb6d7da57 Use the right number to resize array, handling SingleRT mode 2016-09-23 15:58:34 +02:00
baldurk d104a887f1 Fix calls that were unwrapping an unwrapped list 2016-09-23 15:18:33 +02:00
baldurk e06c08d6bf Temporarily add a hack to skip serialising multisampled init states 2016-09-23 15:08:00 +02:00
baldurk 43a2568f24 Double check whether invoke is required for SetVariables() 2016-09-23 14:08:43 +02:00
baldurk dbe82f31e6 Bring across FillCBufferVariables from D3D11
* These implementations are identical and really only depend on DXBC -
  they should be shared.
2016-09-23 14:08:26 +02:00
baldurk aa7b5558af Allow GetBufferData from readback and upload heap buffers 2016-09-23 14:05:27 +02:00
baldurk d0fe1fb56f Implement GetBufferData() for D3D12 2016-09-23 13:28:54 +02:00
baldurk e12ebb67a3 Make IDX mesh view column a little wider to account for large indices 2016-09-23 13:28:34 +02:00
baldurk 004a3a1cc1 Make sure to apply barriers while executing - wrong state check 2016-09-23 13:14:05 +02:00
baldurk 131d3cedd2 Don't warn, silently drop unknown/undefined signature elements 2016-09-23 13:13:50 +02:00
baldurk 62a9052cdc Mute some more debug messages that are more trouble than they're worth
* The descriptor ones show up regularly in MS's MiniEngine sample
  project, so it hides possible real problems.
2016-09-23 13:04:33 +02:00
baldurk ed6b1a738c Don't set a 0 structure byte size for element size (unstructured buffer) 2016-09-23 13:03:56 +02:00
baldurk 3d9a32d4e0 Autosize the compute shader row, to account for the debug bit wrapping 2016-09-23 13:03:45 +02:00
baldurk 24bc741d8c Root constants are always 'filled' 2016-09-23 12:09:20 +02:00
baldurk 05eb9d7efd Create pipeline state from blank slate, not over the top of previous 2016-09-23 12:07:30 +02:00
baldurk a1ff033d82 Although it overlaps, use the right union's members to lookup 2016-09-23 12:07:16 +02:00
baldurk 6810ec8e50 Fix wrong indexing building reflection data 2016-09-23 12:06:58 +02:00
baldurk 06e6677616 Divide up register spaces by shader stage (namespacing same as DX11) 2016-09-23 11:41:16 +02:00
baldurk 6fdc883388 Make sure to add a note if a resource is not visible 2016-09-22 17:52:25 +02:00
baldurk f883ea0648 Apply descriptor offset from table binding 2016-09-22 17:51:40 +02:00
baldurk acb5e5ecd8 Fix crash due to unallocated compute descriptor 2016-09-22 17:09:25 +02:00
baldurk 5951ed723b Pass resource state data per-resource through for D3D12 2016-09-22 17:05:28 +02:00
baldurk db3181e7bb Implement D3D12 pipeline state, with shader resources 2016-09-22 16:55:41 +02:00
baldurk fa6bac0c49 Fill out all the CommonPipelineState functions for D3D12 2016-09-22 15:22:13 +02:00
baldurk b9b419c86a Process root signature elements into pipeline state 2016-09-22 12:05:47 +02:00
baldurk 2e8b758fef Don't create a full empty array of viewports/scissors, just those set 2016-09-22 12:05:47 +02:00
baldurk e0c183c2df Compress string representations of a few common enums for display 2016-09-22 12:05:47 +02:00
baldurk 0f660e3ec2 Create and fill out D3D12 pipeline state, without shader resources.
* We make shaders into fake resources with IDs, so they can be
  identified individually (for replacement, fetching reflection data,
  and things like that). This is a little but ugly but worth it for the
  simplicity it will provide everywhere else.
2016-09-22 12:05:47 +02:00
baldurk d40b87aed0 Rejig how root signature data is organised in pipeline state 2016-09-22 12:05:47 +02:00
baldurk dbb0e4702e Create DXBC reflection data for shaders in pipelines 2016-09-22 12:05:47 +02:00
baldurk 8b1a26287d Update D3D12 pipeline state to roughly match D3D12 state 2016-09-22 12:05:47 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk 946194ea20 Fix wrong output formatting when RenderTexture downcasts to RGBA8
* We were using the F32 pipeline (wrong! output is RGBA8) and setting
  rawoutput (which would ignore things like black/white point).
2016-09-22 11:34:06 +02:00
baldurk ae9f80ab98 Fix calculation of needed UBO size for SPIR-V reflection 2016-09-21 22:36:43 +02:00
baldurk 20ecde678a Add more informative error for processes dying in startup. Refs #358 2016-09-21 22:36:43 +02:00
Baldur KarlssonandGitHub c43bbe05b8 Merge pull request #371 from michaelrgb/master
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.
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
* 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