Baldur Karlsson
ecb22d5fdc
Merge pull request #256 from michaelkvance/more-stats
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Add additional sections of API covered in statistics.
2016-04-26 12:36:23 +02:00
Baldur Karlsson
f08b237a27
Merge pull request #261 from neilogd/master
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Fix for #259
2016-04-26 12:21:33 +02:00
Neil Richardson
2d4b8ebd6d
OpenGL: m_CreatingContext is left as true, causing subsequent CreateContextAttribs to fail if one fails.
2016-04-26 20:10:32 +10:00
baldurk
766ab41663
Don't call GetByteSize() if format is unknown, just assume 1 byte
2016-04-26 08:37:52 +02:00
baldurk
09238f515f
Make things less Fatal if GetByteSize() is called with unknown format
2016-04-26 08:37:40 +02:00
baldurk
8af9ee634c
Handle VK_WHOLE_SIZE in vkFlushMappedMemoryRanges
2016-04-26 08:17:01 +02:00
baldurk
cdd7ab2487
Compile fix for official release builds. Didn't show up in nightlies!
v0.28
2016-04-25 23:40:31 +02:00
baldurk
c6145ff2db
Check both the return value and the value in VkPresentInfoKHR struct
2016-04-25 19:11:42 +02:00
Michael Vance
04936f08a9
Add additional sections of API covered in statistics.
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Notes
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- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.
TODO
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- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.
2016-04-25 13:08:17 -04:00
baldurk
a316712da8
Check pointer before indirecting
2016-04-24 21:51:44 +02:00
baldurk
f6c1f2a170
Enable MSAA in the depth view as it's supported well now
2016-04-24 21:26:07 +02:00
baldurk
fc4537857a
Add callback hooks for dispatches, allows timing dispatch calls
2016-04-24 20:01:48 +02:00
baldurk
91b05e41e3
Make sure to do drawcall callback for indirect draws
2016-04-24 20:01:47 +02:00
baldurk
90e96e2fd6
Slight increase in tolerance on overdraw ramp decoding
2016-04-24 20:01:47 +02:00
baldurk
d671a9c2cc
Protect against un-recorded command buffers being executed
2016-04-24 20:01:46 +02:00
baldurk
4c609ab714
Don't accept GLSL as shaders
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* This isn't how they're passed even in the horrible NV extension that
I won't be supporting
2016-04-24 20:01:45 +02:00
baldurk
868ec1da5c
Detect newer fixed AMD drivers and disable workaround
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* Soon we can disable it entirely but I'd be worried about disabling it
and just crashing horribly for people who haven't updated drivers.
2016-04-24 18:53:07 +02:00
baldurk
896a45f362
Just clear multisample images - we don't have valid serialised data yet
2016-04-24 18:53:06 +02:00
baldurk
efb0f1b061
Don't treat almost or totally empty frames as unsuccessful.
2016-04-23 15:29:21 +02:00
baldurk
00dd0df24c
Don't crash if BuildShader shader fails to create
2016-04-23 13:35:41 +02:00
baldurk
5867d7ada1
Pass through resource view element size in D3D11 pipeline state
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* This lets us calculate the offset and visible length when opening a
buffer view from a resource binding.
2016-04-23 13:03:41 +02:00
baldurk
e89fab7802
Remove assert that's not valid (doesn't really matter anyway).
2016-04-23 13:00:47 +02:00
baldurk
d336d5396d
Update a few copyrights that still only said 2015
2016-04-23 12:47:29 +02:00
baldurk
6fc83e0790
Link to free VS2015, not free VS2013
2016-04-23 12:46:42 +02:00
baldurk
b14b771000
Document the in-application API properly
2016-04-23 11:36:17 +02:00
baldurk
c145de9d16
Add DeviceFrameCapturer support for Vulkan
2016-04-23 11:34:32 +02:00
baldurk
e59ee3fcd9
Update credits with recent contributors
2016-04-23 09:27:27 +02:00
baldurk
a2cde0a8ea
Update API example in Tips & Tricks documentation page
2016-04-23 09:27:09 +02:00
baldurk
c12a4e69c9
Don't use renderdoc platform defines in renderdoc_app.h
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* This file will be included in user code, so we can't rely on our own
platform defines being present.
2016-04-23 09:26:52 +02:00
baldurk
104ffc5d51
Implement OpControlBarrier and OpMemoryBarrier
2016-04-22 18:40:50 +02:00
baldurk
9020e6c7ab
Update for some missing enums added in late SPIR-V revisions
2016-04-22 18:35:58 +02:00
baldurk
7663ff248a
Implement Atomic ops
2016-04-22 18:32:47 +02:00
baldurk
c7512e15e2
Implement OpArrayLength very similar to AccessChain/CompositeExtract
2016-04-22 17:45:11 +02:00
baldurk
33d8585bdb
Change default ID name from {x} to _x_.
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* I think eyes are just more use to parsing legal identifier characters
(like _s) rather than {}s syntax. It feels like it's probably more
readable overall, although there's more of a risk of it blending into
the names in the original code
2016-04-22 17:36:55 +02:00
baldurk
341f06abfc
Add friendly normal names for extension instruction calls
2016-04-22 17:36:54 +02:00
baldurk
042579a47b
Allow selective opting out of brackets, where precendece is clear
2016-04-22 17:36:54 +02:00
baldurk
0859baceec
Implement OpImageTexelPointer
2016-04-22 16:53:46 +02:00
baldurk
f1ff280c6f
Increase the allowed inlining complexity
2016-04-22 16:41:07 +02:00
baldurk
827d09625d
Skip any inlined redundant load(store(op)) type things when bracketing
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* Also apply the brackets in GetArg() so it applies to any opcode,
instead of repeating the logic everywhere
2016-04-22 16:41:07 +02:00
baldurk
8002638834
Remove hardcoded complexity limit
2016-04-22 16:20:53 +02:00
baldurk
5f57084b15
Fix FindFirstInstructionUse function to recurse properly
2016-04-22 16:20:44 +02:00
baldurk
6f06a41b0f
Add brackets around math ops where needed
2016-04-22 16:20:03 +02:00
baldurk
0b49870abb
Examine OpReturnValue for possible composite extract/construct merging
2016-04-22 15:15:02 +02:00
baldurk
8ab57cac06
Make sure to bracket the base composite correctly
2016-04-22 15:12:16 +02:00
baldurk
98a5ba0507
Don't add swizzle at all if it's the identity, after combining extracts
2016-04-22 14:40:40 +02:00
baldurk
d39782e979
Remove need for type() constructor around shuffles of one vector
2016-04-22 14:40:39 +02:00
baldurk
91f36afb59
Fix check on VectorShuffle referring to second vector components
2016-04-22 14:39:34 +02:00
baldurk
284dfa87a4
Only put brackets around base string if it's inlined
2016-04-22 14:34:22 +02:00
baldurk
2c59d0daa8
Simplify any CompositeConstructs that have all parameters equal
2016-04-22 14:33:39 +02:00
baldurk
7de2fc670b
Don't wrap ()s around math ops that aren't inlined
2016-04-22 14:12:01 +02:00