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 Karlsson and GitHub
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