Commit Graph

5094 Commits

Author SHA1 Message Date
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
baldurk 6d428669d5 Follow up to c088c9186d - opcodes can shift by scalar or component-wise 2017-02-21 12:01:23 +00:00
baldurk 06af5ca71e Handle D32 format in pixel history by remapping when creating a UAV 2017-02-21 12:01:23 +00:00
baldurk ee958295b7 Handle InstanceDataStepRate >= 1 in vertex debugging 2017-02-21 12:01:22 +00:00
baldurk 4b60073e81 Workaround for nvidia driver bug - demote IMMUTABLE buffers to DEFAULT 2017-02-21 12:01:22 +00:00
baldurk f98be940ad Fix trying to save images of a typeless format without type hint given 2017-02-21 12:01:21 +00:00
baldurk c12279f641 Fixes for multi-instance picking
* Always at least pick the current instance, even if no others are
  visible
* Only apply to VS output picking. Inputs either don't vary with inst ID
  or are trivial (all verts identical) depending on the element selected
* Respect the currently selected element instead of always picking
  the position output
* If we're selecting a different instance, we have to queue the vertex
  selection because otherwise the refreshing of rows breaks it
2017-02-20 22:16:57 +00:00
baldurk 6c36f5cbd3 Fix GL depth-stencil overlays working on renderbuffers and cubemaps etc 2017-02-20 22:16:57 +00:00
baldurk c615ae102d Remove namespace clash between D3D and GL struct names 2017-02-20 22:16:56 +00:00
baldurk 165a7df694 Fix eventID counting on glMultiDraw* 2017-02-20 22:16:56 +00:00
baldurk 4eb0f38563 Make sure the compiler doesn't re-order input elements to pack them 2017-02-20 22:16:55 +00:00
baldurk e86109ad08 Add marker regions for shader debugging 2017-02-20 22:16:54 +00:00
baldurk 52483a45c3 Update DirectoryFile C# struct to include added fields 2017-02-20 15:14:22 +00:00
baldurk ec2e3cc75d Don't use BindBufferBase when binding a buffer for mapping. Refs #344 2017-02-20 14:48:50 +00:00
baldurk 20437551c6 Copy uniforms after potentially linking program as it resets them to 0 2017-02-20 14:48:49 +00:00
baldurk 913ba6fed1 Don't erase VendorCheck in unrelated function, resetting them to false 2017-02-20 14:48:48 +00:00
baldurk 2475e3844d Add marker regions for self-hosted captures in GL 2017-02-20 14:48:48 +00:00
baldurk f3c3f82cc4 Minor tweaks to GL pipeline view in Qt, to display format for FBO att.s 2017-02-20 14:48:47 +00:00
baldurk dc46612d37 Remove file before copying so we can overwrite 2017-02-20 14:48:46 +00:00
baldurk c47d50ea7b Use per-face targets when serialising cubemap images with TexImage 2017-02-20 14:48:46 +00:00
baldurk 04c22d04f2 Reduce some copy-pasting between mesh stage UI elements 2017-02-20 14:48:45 +00:00
baldurk 7a10504260 Only VSIn stage applies baseVertex offset. 2017-02-20 14:48:44 +00:00
baldurk 7495ff37d5 Use bounding box data for placing arcball/WASD cameras 2017-02-20 14:48:43 +00:00
baldurk d014156e45 Don't spinlock when waiting for blocking render commands 2017-02-20 10:32:12 +00:00
Michael Rennie 71a37c5794 GLWindowingData GLX/EGL context functions now in GLPlatform interface.
immediateBegin/Vert/End refactored to DrawQuads().
2017-02-17 20:32:39 +00:00
Peter Gal 4511c0b86f Add explicit initialization of the GL ES driver
When the EGL api was invoked a normal OpenGL
driver was created instead of a GL ES driver.

With this modification we explicitly initialize the
OpenGL ES driver in case of EGL api calls.
In every other case we assume the normal OpenGL driver.
2017-02-17 20:19:19 +00:00