Graham Wihlidal
e71614d58e
Fix crash when "coherent maps" try to erase end()
...
* This happened because a memory handle was not currently mapped.
2017-03-20 11:04:27 +00:00
baldurk
4936c6cd67
Unverified experimental fix for a crash disassembling SPDB chunks
2017-03-14 21:52:13 +00:00
baldurk
747d0550f9
Compile fix - missing rename was mixed in with other changes
2017-03-13 19:06:22 +00:00
baldurk
487a1b7903
Start moving towards C++ only UI code. Assume C++ for the replay API
...
* The C# P/Invoke stuff doesn't directly use the header, and we are soon
going to deprecate the C interface entirely.
2017-03-13 17:56:00 +00:00
baldurk
55565a148b
Rename solution platforms Win32 -> x86 so that x64 becomes the default
...
* Thanks to build-master general @aras_p for the tip:
https://twitter.com/aras_p/status/841287101907910656
* The projects are still defined with the usual platforms Win32 and x64,
this only affects the naming in the solution configurations.
2017-03-13 17:23:42 +00:00
baldurk
a262ad7314
List renderdocui first in sln so it is the default startup project
...
* VS will default to the first project, but only if the folder it's in
(UI) is listed first too.
2017-03-13 17:23:42 +00:00
baldurk
bda6cf0870
Fill out default script editor contents after initialising python
2017-03-13 17:23:41 +00:00
baldurk
8b9dcbe519
Remove pdblocate, move DIA2 usage into win32_callstack.cpp
...
* Previously on VS2010, the DIA2 library wasn't properly supported on
64-bit, so it needed a separate program that always ran 32-bit and
proxied operations over a named pipe.
* Now DIA2 will load correctly in 32-bit and 64-bit, so we can do the
work in-process without needing the separate exe.
* We still need to distribute dbghelp.dll and symsrv.dll, so these now
live alongside renderdoc.dll in the build/install folder with matching
bitness.
* At the same time fixed a bug I noticed where the 0-based module index
would return 0 for the first valid module and be treated as invalid.
2017-03-13 17:23:41 +00:00
baldurk
c160dcf049
Update redistributable from VC100 to VC140
2017-03-13 17:23:40 +00:00
baldurk
15b983b4b4
Remove some OS-specific code due to VS2010 lacking a va_copy
2017-03-13 17:23:39 +00:00
baldurk
b5f5b8534e
Update solution and projects to VS2015, VS2010 is no longer supported
...
* Truly, this is a sad day. But unfortunately many dependencies are just
not supported and it's increasingly difficult to stay on VS2010.
* In an ideal world, the IDE and compiler would be decoupled, but that's
not the case.
2017-03-13 17:23:38 +00:00
baldurk
705462b43c
Add RDSplitter to visual studio project
2017-03-13 17:23:38 +00:00
Dimitris Kapnopoulos
4ab61286e4
Added custom Splitter class, RDSplitter, with titles in the handles
2017-03-13 10:02:43 -07:00
Victor Moya
0964034b4b
Implemented Vulkan counters
...
Implemented support for Vulkan counters in FetchCounters based on the
vulkan Pipeline Statistics query and the precise Occlusion query.
2017-03-13 06:33:14 -07:00
Michael Rennie
e6d2f1b7a6
glMapBuffer/glGetBufferSubData not core ES, use glMapBufferRange.
...
Mesh viewer for ES now working.
2017-03-13 06:20:57 -07:00
baldurk
5e2717daec
Calculate compressed byte size per-mip, not always from top mip size
2017-03-10 16:28:55 +00:00
Janos Pantos
1c675a4a24
Use glClearDepthf internally instead of glClearDepth
2017-03-10 16:09:36 +00:00
Janos Pantos
a719d349b7
Don't use parameters and functions which are not supported by OpenGL ES.
...
Remove the usage of unsupported functions and invalid parameters of
various functions (e.g. Enable/Disable/Get/etc).
2017-03-10 16:09:36 +00:00
baldurk
7fe94920d5
Fix accidental call to ARB_direct_state_access function instead of EXT
...
* The ARB version isn't emulated so it wouldn't work on systems without
GL 4.5/ARB_dsa.
2017-03-10 16:09:03 +00:00
baldurk
c89bcfbb7a
More robust isolation of the git commit hash, without special cases
2017-03-10 13:27:59 +00:00
baldurk
248dbfa4a2
Allow external overriding of auto-fetched git hash identifier in cmake
...
* This is useful if the build doesn't happen within a git checkout and
you want to pass in the hash anyway, but it also allows adding
suffixes like -official etc.
2017-03-10 13:17:46 +00:00
baldurk
8f491421f0
Disable hooking of nvoglv{32,64}.dll and nvapi{,64}.dll
...
* This is in case they do funky stuff that our hooking might interfere
with.
2017-03-10 12:45:33 +00:00
baldurk
56cf9d6a51
Update SPIR-V disassembly strings for latest constants & extensions
2017-03-09 19:13:27 +00:00
baldurk
c1c16b3f08
Update to glslang as of commit 229a6f7f7ba5cdff8917fa11d754e0fe8db6abf1
2017-03-09 19:13:26 +00:00
baldurk
dff44dc2b1
Fix for interaction between KHX extensions and NV_dedicated_allocation
2017-03-09 19:13:26 +00:00
baldurk
9512a0fc68
Add support for KHX experimental external sharing extensions
...
* VK_KHX_external_memory
* VK_KHX_external_memory_capabilities
* VK_KHX_external_memory_fd
* VK_KHX_external_memory_win32
* VK_KHX_external_semaphore
* VK_KHX_external_semaphore_capabilities
* VK_KHX_external_semaphore_fd
* VK_KHX_external_semaphore_win32
* VK_KHX_win32_keyed_mutex
2017-03-09 19:13:25 +00:00
baldurk
e0d1ce1c04
Update to vulkan headers v1.0.42
2017-03-09 19:13:24 +00:00
Michael Rennie
eb6db1dcc5
Move host adb: check into ExecuteAndInject(), so qrenderdoc has it too.
2017-03-09 19:13:24 +00:00
Michael Rennie
8f8a291b4c
Posix LaunchProcess read stdout/stderr pipes into ProcessResult.
2017-03-09 19:13:23 +00:00
Michael Rennie
e7a1ac1c67
fflush stdout/stderr prints to aid debugging.
2017-03-09 19:13:23 +00:00
Janos Pantos
e6686df74b
Fix creating fake color/depth and output textures in case of GLES.
2017-03-09 19:13:22 +00:00
Janos Pantos
46a12525ef
Modify shaders to be GLES compatible.
2017-03-09 19:13:21 +00:00
baldurk
7796863b00
Update resource usage entries recursively in draws for vkCmdExecCommands
2017-03-09 19:13:21 +00:00
baldurk
2780c9c522
Handle the same dll filename being loaded from multiple places
...
* This happens with atidxx64.dll which gets loaded as a stub and a real
thing. If we hook the wrong dll then we might not intercept some calls
that go to the real thing.
* In particular, LiquidVR tries to use the AMD extensions and if we
don't properly block those calls, it will lead to a crash on replay.
2017-03-07 16:43:15 +00:00
baldurk
5c0d9876be
Only serialise queue indices if sharing mode is CONCURRENT. Refs #529
2017-03-07 15:21:48 +00:00
baldurk
e391540588
Explicitly unset renderdoc capture env var when running replay mode
...
* We don't support self-hosted captures this way, and this prevents a
crash if the user accidentally left the env var set when running the
replay program.
2017-03-07 15:09:39 +00:00
baldurk
ddda909ed7
Don't crash when disassembling an unknown SPIR-V extension operation
2017-03-07 15:03:22 +00:00
baldurk
e946e9a4bb
Fetch pipeline state after replaying current draw, not before
...
* The drawcall may modify some pipeline state - e.g. we want to fetch
append/consume counter values after the draw to be consistent with the
rest of the UI, and if the draw is a renderpass boundary we want to
fetch the bindings after the renderpass has started, not before.
2017-03-07 14:14:03 +00:00
baldurk
901c0ace7f
Fetch renderpass state even if no graphics pipeline is bound (yet)
2017-03-07 14:13:02 +00:00
baldurk
b97fe34255
When parsing /proc/self/maps, dev numbers are hex not decimal
2017-03-07 12:48:49 +00:00
baldurk
e3f09210b3
Fixes for 32-bit on D3D12
2017-03-07 12:46:53 +00:00
baldurk
23520b0ed9
Strip out direct mode display extensions on replay as well as WSI
...
* We don't need them directly and it can unnecessarily block capture
replaying
2017-03-06 18:53:54 +00:00
baldurk
1165702dce
Add missing VK_FORMAT_A8B8G8R8_*_PACK32 handling to switch statement
2017-03-06 18:53:54 +00:00
baldurk
d3b2399934
Add Gentoo dependencies to CONTRIBUTING.md and mention qtchooser
2017-02-24 19:09:56 +00:00
baldurk
f76a4cc339
Don't launch blocking execute call on UI thread, pop up progress ticker
...
* This most commonly happens launching an Android program that takes a
while to launch, or if you're launching a program with the delay for
debugger option set.
* Instead of the whole UI hanging, you'll get a progress dialog to
appear while it's waiting.
2017-02-24 17:34:02 +00:00
baldurk
0ff1ff0d03
Temporarily un-ignore SIGCHLD signals, as Qt needs them to function
...
* The downside is it means any programs launched by renderdoc will be
defunct zombie processes until qrenderdoc closes.
2017-02-24 16:51:49 +00:00
baldurk
4dec05cb2b
Fake backbuffer refcount on D3D12 to match D3D11 behaviour. Refs #527
2017-02-24 14:23:31 +00:00
baldurk
eb5ae4a1bf
Fix macro for pool name in assert
2017-02-24 14:01:29 +00:00
baldurk
1ba4a8ad1e
Reapply fix 16f85cadc which was wrongly removed by 5a1ded738
2017-02-23 23:53:24 +00:00
Baldur Karlsson
a029fc4ab1
Update screenshots to point to renderdoc.org site
2017-02-23 17:46:42 +00:00