baldurk
eb9a545104
Move common functions declarations into header
2016-07-12 17:10:42 +02:00
baldurk
af3cfa8932
Add replay entry point to get git commit hash
2016-07-12 17:10:42 +02:00
baldurk
06e4263bad
Minor tweaks to cmdline.h to better suit my usage
...
* Descriptions for readers, for better error reporting and usage help.
This also allows these descriptions to be multiline, and they're
indented correctly.
* A bit better formatting of options and defaults.
* Print full list of errors when there are more than one.
* #undef max
* Header as well as footer on single-line command help.
* Remove parse and parse_check variants I don't use.
* Allow processing without looking at argv[0].
* Optionally stop the processing at the first non-command, so that
you can have a program and its arguments without trying to parse
the arguments themselves.
2016-07-12 17:10:42 +02:00
baldurk
cfe0e0e78f
Modify cmdline.h to compile without warnings, don't use RTTI
2016-07-12 17:10:41 +02:00
baldurk
f24e3b20d9
Add cmdline.h from https://github.com/tanakh/cmdline
...
* BSD licensed - Copyright (c) 2009, Hideyuki Tanaka
2016-07-12 11:47:53 +02:00
baldurk
b74b833121
Switch renderdoccmd to use vector<string> for passing args
2016-07-12 11:22:51 +02:00
baldurk
2373f0e445
Keep pixel context pixel size at consistent size for mips. Refs #301
2016-07-11 18:55:07 +02:00
baldurk
e12d789a83
Fix incorrect use of texture height instead of mip. Refs #300
2016-07-11 18:54:22 +02:00
baldurk
85f4641620
Disable texelFetch entirely on nv - broken with latest glslang
2016-07-11 18:28:00 +02:00
baldurk
7a09ab0807
Make sure not to mix and match dispatchable & non- objects. Refs #290
...
* On 32-bit, dispatchable objects are 32-bit wide since they're pointer
sized, vs 64-bit non-dispatchable objects. Using a dispatchable
pointer to write both types of objects leads to incorrect stepping.
2016-07-11 18:03:11 +02:00
baldurk
951b6287d7
Update descriptor counts for capture-time pool
2016-07-11 18:02:17 +02:00
baldurk
9e820723f6
Allow descriptor set updates to 'roll over' between bindings. Refs #295
...
* The spec allows for descriptor set updates that write beyond a given
binding's array count to continue on into the next consecutive binding
providing that it is the same type.
2016-07-11 14:08:32 +02:00
baldurk
6f3fd03488
Make sure to tidy up render passes created even while capturing
2016-07-11 13:04:25 +02:00
baldurk
982273bbd3
Detect and show sample mask failures in pixel history. Refs #296
2016-07-11 12:32:49 +02:00
baldurk
e96cfa6282
Show sample mask and blend factor even if NULL state is set. Refs #296
2016-07-11 12:32:33 +02:00
baldurk
ef1034c781
Depth/stencil overlays should be trivially passing with no depth bound
2016-07-11 12:07:53 +02:00
baldurk
438d945a4f
Don't render mesh preview if there's nothing to render
2016-07-11 11:55:34 +02:00
baldurk
9ab17f359f
Name depth as depth/stencil to account for DS or stencil-as-uint views
2016-07-11 11:55:25 +02:00
baldurk
ce2b7a88d3
Remove redundant word
2016-07-11 11:54:58 +02:00
baldurk
fa2287ed21
Fix OPCODE_BUFINFO swizzling and return type. Refs #297
2016-07-11 11:39:44 +02:00
baldurk
49dc23cb7e
Add compatibility for loading old layouts with bad checkerboard colours
2016-07-11 11:28:24 +02:00
baldurk
b260e47c2e
Win32 compile fixes
2016-07-10 20:21:25 +02:00
baldurk
8bcb9ae249
Speculative compile fix seen on AppVeyor - missing template<>
2016-07-10 19:07:28 +02:00
baldurk
6608a965ed
Fix sRGB handling on clear colours
2016-07-10 18:10:06 +02:00
baldurk
f96be406d2
Remove ShutdownSwapchain - redundant vs ReleaseSwapchainResources
2016-07-10 18:10:06 +02:00
baldurk
60e11f1802
Implement checkerboard rendering on D3D12
2016-07-10 18:10:05 +02:00
baldurk
1a4ccf775c
Release swapchain resources when shutting down swapchain
2016-07-10 18:10:05 +02:00
baldurk
8fd872525a
Identify backbuffer textures properly and set to non-typeless format
2016-07-10 18:10:04 +02:00
baldurk
5420ab3256
Reset allocator after GPU sync to avoid excessive leaking
2016-07-10 18:10:04 +02:00
baldurk
0f6f06c5ec
Add and release live resources properly during replay
2016-07-10 18:10:03 +02:00
baldurk
f39b3e727e
Set viewport and scissor rects properly when rendering
2016-07-10 18:10:03 +02:00
baldurk
7ccd3fe98f
Don't cast command list/queue to TrackedResource - not inherited
2016-07-10 18:10:03 +02:00
baldurk
b12dcbb869
Return texture and buffer information on replay, mark unimplemented fns
2016-07-10 18:10:02 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +02:00
baldurk
b9600e6f28
Fix refcounting around swapchain resizing on D3D12
2016-07-10 18:10:01 +02:00
baldurk
1f1467b06b
Fix DXGI hooking for D3D11
2016-07-10 18:10:01 +02:00
baldurk
2fec42b3f2
Disable multisampling for now
2016-07-10 18:10:00 +02:00
baldurk
7d50aad4d7
Implement RenderTexture() (in a hacky way)
2016-07-10 18:10:00 +02:00
baldurk
ad998a4e8b
Keep a list of resources
2016-07-10 18:09:59 +02:00
baldurk
a09ac13f36
Unwrap heaps for SetDescriptorHeaps
2016-07-10 18:09:58 +02:00
baldurk
758933bb73
Set most texture display properties before searching texture list
2016-07-10 18:09:58 +02:00
baldurk
57fe3e4fd5
Make internal command list etc wrapped, support multiple record lists
2016-07-10 18:09:57 +02:00
baldurk
14591e6a00
Move pixel debug pixel cbuffer to slot 1 so it doesn't overlap in D3D12
2016-07-10 18:09:57 +02:00
baldurk
f975b7e92f
Return frame record by reference
2016-07-10 18:09:56 +02:00
baldurk
cd7c751e2c
While we only have one command list, sync after each execution
2016-07-10 18:09:55 +02:00
baldurk
b956568215
Can't wrap virtual addresses - they can be byte offsetted.
...
* We need to pass them through unwrapped and use a lookup table to get
the resource's ID from them when necessary
2016-07-10 18:09:55 +02:00
baldurk
84e5bf3a7e
Use flip model for swapchain, render to intermediate target then copy
2016-07-10 18:09:54 +02:00
baldurk
9d9c90456b
Only create debug manager once
2016-07-10 18:09:53 +02:00
baldurk
6d2343cb29
Register D3D device DXGI callback on replay too
2016-07-10 18:09:53 +02:00
baldurk
8f1bad6de4
Fix typo - don't try to use wrong device pointer
2016-07-10 18:09:52 +02:00