baldurk
ec71b05173
Split out android patching code into separate file
2018-01-26 16:30:47 +00:00
baldurk
5527c57e68
Split out some miscellaneous utility functions
...
* We also wrap up and cache the fetching of friendly names by serial
number to avoid some adb traffic.
2018-01-26 16:30:16 +00:00
baldurk
1be3e8bfac
Split out handling of android tools: locating&precedence, executing, etc
2018-01-26 16:24:54 +00:00
baldurk
ae7300e524
Move android files to separate subfolder
2018-01-26 15:49:09 +00:00
baldurk
b22f93f458
Avoid remote server timing out if starting android packages.
...
* Android::StartAndroidPackageForCapture can take a long time, and we
want to preserve the connection, so we spin up a temporary thread to
continually Ping().
2018-01-26 15:42:15 +00:00
baldurk
643db8042b
Tweak live capture again - feels more natural with buttons on the right
2018-01-26 15:33:18 +00:00
baldurk
24db8dbffc
Add an 'internal' flag when launching processes, to reduce log spam
2018-01-26 15:33:17 +00:00
baldurk
ddb8e76add
Add EndianSwap function using platform intrinsics
2018-01-26 15:33:17 +00:00
baldurk
6614c37440
fix compilation on linux/android
2018-01-26 00:55:36 +00:00
baldurk
9c247a87ae
Fix check that was precisely backwards. Caught by unit tests!
2018-01-26 00:06:53 +00:00
baldurk
64dd86c332
Don't set Vulkan as active API when we're calling D3D12...
2018-01-25 19:47:42 +00:00
baldurk
503fd1a858
Adjust padding in LiveCapture dialog
2018-01-25 18:55:54 +00:00
baldurk
b17790e5c2
Batch vulkan initial state related allocations together
...
* We allocate chunks of 32MB - 256MB then suballocate as needed.
2018-01-25 18:18:47 +00:00
baldurk
d452230782
Refactor resource manager initial content data to be driver-specific
...
* This allows more flexible construction of what params/resources need
to be saved with initial contents data, as well as allowing better
type safety where possible by using driver-specific types for the
stored data.
* Especially it tidies up the ugly 'all data that tags along must be
a written into a single allocated byte pointer'.
* The initial content struct is responsible for destroying itself and
freeing any data.
2018-01-25 15:30:20 +00:00
baldurk
6fdc2a011c
Don't query status of non-existant shader with glCreateShaderProgramv
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* In glCreateShaderProgramv there is no shader object, so we pass 0, so
we just treat this as implicitly successfully compiled.
2018-01-25 15:24:40 +00:00
baldurk
736d991d6a
Pass configuration parameters to ResourceManager in struct
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* Otherwise adding new parameters becomes impractical
2018-01-25 11:30:25 +00:00
baldurk
0268ba8b66
Don't read from char[] string in writing mode
2018-01-25 10:48:56 +00:00
baldurk
ad841a0341
Add a limit for warning on unknown GUID QueryInterface calls
2018-01-25 10:36:16 +00:00
baldurk
fb0772b828
Android internal compiler error fix
2018-01-25 10:09:05 +00:00
baldurk
8d265284ee
Add some python valgrind suppressions
2018-01-24 22:52:31 +00:00
baldurk
a159af9cfe
Fix overrunning vector bounds if vertex attributes use high locations
2018-01-24 22:52:25 +00:00
baldurk
77f767394b
Remove invariant decorations in vulkan PostVS vertex->compute transform
2018-01-24 18:44:26 +00:00
baldurk
904511afb0
Support composite types on vertex shader inputs, in vulkan PostVS fetch
2018-01-24 18:44:15 +00:00
baldurk
7636d370f4
Don't give patched entry point a debug name, as it breaks amdvlk
2018-01-24 17:12:23 +00:00
baldurk
158dff0287
Remove test code, committed by accident.
2018-01-24 16:15:49 +00:00
baldurk
8f405a2197
Render mesh data with instanced properties correctly.
2018-01-24 16:14:22 +00:00
baldurk
f05cfe9454
Fix mesh picking in cases with index/vertex offsets
2018-01-24 15:45:46 +00:00
baldurk
d286453bff
Add marker region around pick vertex
2018-01-24 12:39:40 +00:00
baldurk
f0c6323685
Don't update buffer viewer display if we just mousemove without clicking
2018-01-24 12:38:28 +00:00
baldurk
94f8cf94e3
Check iterator validity before dereferencing it
2018-01-24 11:42:30 +00:00
baldurk
5150a9531b
Allow queuing a sequence of frames both before capture, or while running
...
* We also make the frame counting consistent: Frame 0 is the frame from
device initialisation to first present, Frame 1 is from first present
to second, and so on after that.
2018-01-24 11:38:37 +00:00
baldurk
8c25630369
Update ToolWindowManager to 611fd60c82e7501750226b4de39d108047c98445
2018-01-24 11:37:05 +00:00
baldurk
64c901776e
Fix for GCC7 case fall-through warning
2018-01-24 10:46:37 +00:00
baldurk
ec1e5dd687
Fix some copy-pasted error messages
2018-01-24 10:46:12 +00:00
baldurk
a85ed4c548
Fix implementation of firstbit_(s)hi - thanks to Scott Kircher
...
* firstbit_hi counts MSB as index 0, BitScanReverse counts LSB as 0.
2018-01-22 20:37:24 +00:00
baldurk
91dbfc4cc6
Ensure we tidy up progress ticker and callback even if replay fails
2018-01-22 20:04:17 +00:00
baldurk
92808efc93
If the preview window becomes available later, then init it later
...
* E.g. on android this can happen if we started the replay while the
replay apk wasn't in the foreground, but then it gets raised later.
2018-01-22 20:04:17 +00:00
baldurk
4ee17543de
Create parent folder for any captures created.
2018-01-22 20:04:17 +00:00
baldurk
6fe179bea3
Only join a previous command thread and restart if it has exited
...
* APP_CMD_INIT_WINDOW can be called when the application hasn't fully
shutdown, and the thread is still running. Hold a lock while we're
inside renderdoccmd() so that we know if the thread has exited or not.
* This would be easier if android had pthread_tryjoin_np()...
2018-01-22 20:04:17 +00:00
baldurk
e0aedf1f5b
While we don't have proper DPI checking, double overlay size on android
2018-01-22 20:04:17 +00:00
baldurk
f0015f4b77
Add gl_library_egl.* to VS project
2018-01-22 20:04:17 +00:00
Jimmy Lee
579386dddb
gearvr crash fix and mip level fix for gearvr swapchain
2018-01-22 20:03:55 +00:00
baldurk
f46aa2944d
Add #includes to fix linux compilation
2018-01-20 10:17:22 +00:00
baldurk
33b3176cd4
Rewrite the analytics intro text to be less of a wall of text
...
* Also add a preview of what data will be included in any report, both
in the intro and in the confirmation before sending any report.
2018-01-19 16:33:45 +00:00
baldurk
65ef82466c
Re-organise Analytics structures a bit to be more processing friendly
2018-01-19 13:57:02 +00:00
baldurk
98ed7ae9ca
Make sure the discard button for analytics actually works!
2018-01-19 11:45:16 +00:00
baldurk
8905f6b83a
Fix analytics compilation - still compiled out
2018-01-19 11:39:31 +00:00
baldurk
c90ef7529c
Add dependencies and building notes for CentOS 7 (thanks to adiemus)
2018-01-18 19:40:12 +00:00
baldurk
cdca0ee6de
Append C++14 standard flag instead of prepending.
...
* This stops it from being overridden by the global --std=c++11 in the
root CMakeLists.txt which ends up after it in the command line.
2018-01-18 16:24:55 +00:00
baldurk
c364b102bc
force flush of command lists & GPU sync when doing non-partial replay
...
* In some cases there was an unpredictable crash when starting a replay
loop, doing a full frame replay immediately after a previous replay.
There were no debug messages, and the debug layer fixed it - as did
enabling single flush validate. It seems to me some timing/overloading
issue, and doing this sync should be relatively harmless so we use
this to avoid the crash.
2018-01-18 14:50:57 +00:00