baldurk
e043ab6cd6
Serialise the 'this' pointer for command list chunks
2016-07-10 18:09:39 +02:00
baldurk
723c6e065e
Minor ToStr fixes
2016-07-10 18:09:39 +02:00
baldurk
f56d3e7779
Add text log every second until overlay is implemented
2016-07-10 18:09:38 +02:00
baldurk
4160f3a776
Wrap virtual address and descriptor handles, serialise as heap ID + idx
...
* This lets us track descriptor contents too.
2016-07-10 18:09:38 +02:00
baldurk
9f7dd21f1b
Wrap remaining interfaces for HelloWorldD3D12.
...
* We can disable the wrapping checking etc, everything from now on
should be correctly wrapped.
2016-07-10 18:09:37 +02:00
baldurk
a0983b64a4
Serialise the command list/queue functions HelloWorldD3D12 uses
2016-07-10 18:09:37 +02:00
baldurk
f3216b38f5
Tweak string name of ResourceId to be all one word for easier searching
2016-07-10 18:09:36 +02:00
baldurk
983e8f57c0
Include min/max depth in string format of D3D11_VIEWPORT
2016-07-10 18:09:36 +02:00
baldurk
34755927b9
Add a packed descriptor structure for storing into
2016-07-10 18:09:35 +02:00
baldurk
11823a306d
Intercept, serialise and wrap pipeline state creation
2016-07-10 18:09:35 +02:00
baldurk
3a65091b3c
Wrap and intercept command lists and queues, and add a couple of unwraps
...
* At this point the HelloD3D12 sample runs with RenderDoc injected, and
renders properly.
2016-07-10 18:09:34 +02:00
baldurk
f8fa72c305
Add safety code for now, to handle unwrapping non-wrapped resources
2016-07-10 18:09:34 +02:00
baldurk
d656511d0f
Don't register callback while still running global constructors
2016-07-10 18:09:33 +02:00
baldurk
c1f4a01b1b
D3D12 object passed to CreateSwapChain and friends is a command queue
2016-07-10 18:09:33 +02:00
baldurk
6ce0ea37dc
Set up pass-through implementations for D3D12 device/command list
2016-07-10 18:09:32 +02:00
baldurk
b387f8e7f1
Add file for non-wrapped command list/queue functions
2016-07-10 18:09:32 +02:00
baldurk
d980da3b60
Rename file for wrapped functions
2016-07-10 18:09:32 +02:00
baldurk
fae1212ea0
Add support for IAT hooking imports via ordinal. Needed for D3D12
2016-07-10 18:09:31 +02:00
baldurk
72006dbfcd
Make sure to cast to the correct return type.
...
* Some of these already worked via the first inherited interface being
the right one, but it's better to be safe. When writing to void* the
right vtable must be sitting in place.
2016-07-10 18:09:31 +02:00
baldurk
e2cec61cb0
Add skeleton wrappers for the remaining D3D12 interfaces
2016-07-10 18:09:30 +02:00
baldurk
3407d4744e
Rename two D3D11 classes to avoid link collisions with D3D12 classes
2016-07-10 18:09:30 +02:00
baldurk
66524a7330
Move common code into DXGI out of D3D11, to share with D3D12
2016-07-10 18:09:29 +02:00
baldurk
b505cfaceb
Add initial skeleton of D3D12 support
...
* This includes changes to DXGI to remove hard dependency on D3D11 code
and support multiple D3D versions initialising through DXGI.
* Basically all of the D3D12 interception is unimplemented/stubbed out
and only the ID3D12Device interface is present.
2016-07-10 18:09:20 +02:00
baldurk
9a3c3961dd
Remove unused debug lock
2016-07-09 20:39:00 +02:00
baldurk
990210feda
Fix a clang-format issue that snuck through
2016-07-05 12:13:26 +02:00
baldurk
5bdde0c74f
Travis: Re-enable clang-format checks with restored LLVM apt repo
2016-07-05 12:02:51 +02:00
baldurk
c7f2391d10
Just in case, handle histogram or minmaxtile pipelines being missing
2016-07-04 13:01:41 +02:00
baldurk
7df7f5fa3c
Skip drawcalls that have numInstances == 0 from PostVS
2016-07-04 13:01:29 +02:00
baldurk
3e171f7f79
Remove top-most windows, we shouldn't have any (just above-rest-of)
2016-07-04 10:59:11 +02:00
baldurk
92d2fe0db9
Add temporary glslang warning fixes
2016-06-28 19:10:04 +02:00
baldurk
2b80776d5c
Add -Wno-unknown-warning-option for older clang versions
2016-06-28 19:09:38 +02:00
baldurk
9733f7772d
Update glslang to upstream commit 5bc4d9a26ff9
2016-06-28 18:59:05 +02:00
baldurk
6854c5bf96
Deliberately leak logfile string storage, so it's always around
2016-06-28 18:23:41 +02:00
baldurk
af27e0de3b
Add warning suppression for clang too
2016-06-28 18:14:53 +02:00
baldurk
8b79a213b7
Posix vulkan should refer to libvulkan.so.1, not libvulkan.so
2016-06-28 18:14:46 +02:00
baldurk
296a4d170b
Check for presence of extensions/layers, and platform surface extensions
...
* If one of the extensions or layers listed in the log isn't present on
replay, we will just fail to load the capture. It's impossible to know
whether or not it's safe to drop unsupported layers.
* Note that RenderDoc already suppresses reporting device extensions to
the application if they're not supported by capture, which affects
this.
* Also when adding platform surface extensions we check for availability
and only add those present. We do require some minimum amount, but in
future we'll need to report which windowing systems are supported to
the UI layer so it can work appropriately using e.g. xcb or xlib.
2016-06-28 18:14:31 +02:00
baldurk
46daa01490
Implement OSUtility::DebuggerPresent on non-windows platforms
2016-06-28 18:04:43 +02:00
baldurk
a16aa19610
Add new OS files to visual studio projects
2016-06-28 18:03:01 +02:00
baldurk
bbc68b9248
Fix SPIR-V disassembly crash with matrix double index: matrixVar[x][y]
2016-06-28 14:16:33 +02:00
baldurk
e8b3400ebb
Fix crash if tex doesn't have any settings yet
2016-06-28 11:38:07 +02:00
baldurk
209986a0a0
Don't error, and don't dump data for DXBC custom class data.
2016-06-27 12:10:22 +02:00
baldurk
edbd1ce89b
Pass through view format as a type hint to texture display/sampling
...
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
EecheE
e160457abb
Fixed null exception if Reset01 is clicked with no active texture.
2016-06-26 12:26:00 +02:00
EecheE
c52e763e8c
Changed default histogram range to [-1,+1] for snorm textures.
...
If viewing a SNORM texture, default histogram range is set to [-1,1]
instead of [0,1].
Added support for BC5U .dds fourcc code.
2016-06-25 17:14:41 -07:00
baldurk
259d60231f
Fix delete being in the wrong place
2016-06-25 01:45:11 +02:00
baldurk
3f4ec852ba
Pass through image layouts for vulkan and display in tooltips. Refs #199
...
* Semi experimental for now - I'm not convinced that having a tooltip
for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk
307cee89fe
Adjust columns in vulkan shader resource UI to make a bit more space
2016-06-24 16:55:24 +02:00
baldurk
377e07374b
Add (semi-experimental) highlight & info for non-trivial resource views
...
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
2016-06-24 16:32:32 +02:00
baldurk
27bbbc39a4
Pass through number of mips/layers in Vulkan image views
2016-06-24 16:31:04 +02:00
baldurk
bf03ef4a8f
Set defaults so non-array views etc have ArraySize = 1
2016-06-24 15:36:02 +02:00