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.
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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