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
Janos Pantos
73ba1c140a
Fix eglCreateWindowSurface function name at dlsym call.
2017-02-23 17:38:58 +00:00
baldurk
898e954965
Bump version info to v0.34
2017-02-23 17:38:09 +00:00
baldurk
efc592bfe6
Document capture renaming in the capture connection
v0.33
2017-02-23 14:57:51 +00:00
baldurk
4abbfd9169
Add documentation for run-to-sample or run-to-NaN/infinity buttons
2017-02-23 14:53:54 +00:00
baldurk
ea95d4e943
Update docs on Qt support
2017-02-23 14:49:58 +00:00
baldurk
57f11ca568
Hooks aren't present during replay, instead use funcptrs fetched at init
2017-02-23 12:22:02 +00:00
baldurk
f694e28dca
Set program to 0 after deletion so we don't try to delete twice
2017-02-23 12:13:42 +00:00
baldurk
56cfd4ace1
Don't divide per-face size for cubemaps by 6
2017-02-23 12:03:56 +00:00
baldurk
87f3090d69
Fix hash_version.sh script putting version.h in the wrong output folder
2017-02-23 10:40:26 +00:00
Peter Gal
0b9bc5b9b8
Build spirv when GL ES is enabled
...
With the -DENABLE_GL=OFF -DENABLE_GLES=ON -DENABLE_VULKAN=OFF
build config the spirv library was not build before resulting
in a link error.
2017-02-22 22:27:24 +00:00
Peter Gal
a1c2eee0dd
Correctly share context in EGL replay mode
...
In case of EGL the replay context was not shared with
the newly created context thus the replay was unable
to display the resulting image.
2017-02-22 22:27:14 +00:00
baldurk
8ff3ee93b5
Copy libGL force-inclusion hack from renderdoccmd to qrenderdoc
...
* Normally Qt uses libGL dynamically so this isn't an issue, but if Qt
is statically linked then we need this.
2017-02-22 17:17:15 +00:00
baldurk
9ffc18a5c0
Fix fetching glXCreateContextAttribsARB on mesa which was broken
...
* The function isn't exported via dlsym, so it needs to be fetched via
glXGetProcAddress. Calling our own internal wrapper will fetch the
real pointer and populate it.
2017-02-22 15:47:10 +00:00
baldurk
fd0a9bee70
Copy in pythonlibs.zip as part of the build process if it exists
2017-02-22 14:53:10 +00:00
baldurk
a41c5db715
Don't look for binding clashes with a NULL UAV
2017-02-22 13:21:27 +00:00
Michael Rennie
5a1ded7386
Moved API-specific GLReplay code to GLPlatform.
...
ENABLE_GL & ENABLE_GLES can now both be ON without build errors on Linux.
2017-02-22 12:46:28 +00:00
baldurk
2ee5f76185
Add clamp on extra descriptors in D3D12 for CBV/SRV/UAV heap. Refs #518
...
* We need extra descriptors during some analysis events for patching e.g
shaders for overlays and things. This is because D3D12 only allows one
heap of any given time bound at once.
* D3D12 also limits the size of that heap, and the limit is not
queryable so the application can make a heap of maximum size that it
uses all of.
* There's no solution for this, in this case we just can't add more
descriptors and when we try to use the last one for our own purposes
we stand a small chance of stomping an important descriptor.
2017-02-21 21:51:43 +00:00
baldurk
cbed0c6a71
Don't spam log messages about querying for ID3D10Texture2D
2017-02-21 20:52:13 +00:00
baldurk
cc96fa0b10
Protect use of Win32 NV extensions with #ifdef
2017-02-21 18:50:53 +00:00
baldurk
57b00d5b94
Fix for variable shadowing warnings (VS2015)
2017-02-21 18:43:50 +00:00
baldurk
5b26aa76a0
Unwrap the whole pNext chain of VkMemoryAllocateInfo
...
* Without unwrapping the whole chain it's hard to unwrap only one part
since we need to modify the previous part to update pNext, and so on.
2017-02-21 18:41:47 +00:00
baldurk
422e5e6a79
Delete object folders when distributing
2017-02-21 17:59:03 +00:00
baldurk
9da05cd939
Add support for VK_NV_dedicated_allocation
2017-02-21 16:51:52 +00:00
baldurk
e55b9d044b
Add super hacky fix for even more hacky horrible internal MS code
2017-02-21 15:17:14 +00:00
baldurk
05d0ce2c55
Fix android build referring to deleted files
2017-02-21 13:12:23 +00:00
baldurk
730f23fc78
Fix docs SetPrivateData example, add examples for GL/VK/D3D12. Refs #517
2017-02-21 12:14:31 +00:00
baldurk
c141137a59
Fix max index of buffer lookup component being applied to the wrong idx
...
* The component must be clamped (ie if the stride is 8 bytes, .z is not
valid) rather than the place of the component (.xxxy is fine - even if
.y is in the 'w' place)
2017-02-21 12:01:24 +00:00