baldurk
fae1212ea0
Add support for IAT hooking imports via ordinal. Needed for D3D12
2016-07-10 18:09:31 +02:00
baldurk
72006dbfcd
Make sure to cast to the correct return type.
...
* Some of these already worked via the first inherited interface being
the right one, but it's better to be safe. When writing to void* the
right vtable must be sitting in place.
2016-07-10 18:09:31 +02:00
baldurk
e2cec61cb0
Add skeleton wrappers for the remaining D3D12 interfaces
2016-07-10 18:09:30 +02:00
baldurk
3407d4744e
Rename two D3D11 classes to avoid link collisions with D3D12 classes
2016-07-10 18:09:30 +02:00
baldurk
66524a7330
Move common code into DXGI out of D3D11, to share with D3D12
2016-07-10 18:09:29 +02:00
baldurk
b505cfaceb
Add initial skeleton of D3D12 support
...
* This includes changes to DXGI to remove hard dependency on D3D11 code
and support multiple D3D versions initialising through DXGI.
* Basically all of the D3D12 interception is unimplemented/stubbed out
and only the ID3D12Device interface is present.
2016-07-10 18:09:20 +02:00
baldurk
9a3c3961dd
Remove unused debug lock
2016-07-09 20:39:00 +02:00
baldurk
990210feda
Fix a clang-format issue that snuck through
2016-07-05 12:13:26 +02:00
baldurk
5bdde0c74f
Travis: Re-enable clang-format checks with restored LLVM apt repo
2016-07-05 12:02:51 +02:00
baldurk
c7f2391d10
Just in case, handle histogram or minmaxtile pipelines being missing
2016-07-04 13:01:41 +02:00
baldurk
7df7f5fa3c
Skip drawcalls that have numInstances == 0 from PostVS
2016-07-04 13:01:29 +02:00
baldurk
3e171f7f79
Remove top-most windows, we shouldn't have any (just above-rest-of)
2016-07-04 10:59:11 +02:00
baldurk
92d2fe0db9
Add temporary glslang warning fixes
2016-06-28 19:10:04 +02:00
baldurk
2b80776d5c
Add -Wno-unknown-warning-option for older clang versions
2016-06-28 19:09:38 +02:00
baldurk
9733f7772d
Update glslang to upstream commit 5bc4d9a26ff9
2016-06-28 18:59:05 +02:00
baldurk
6854c5bf96
Deliberately leak logfile string storage, so it's always around
2016-06-28 18:23:41 +02:00
baldurk
af27e0de3b
Add warning suppression for clang too
2016-06-28 18:14:53 +02:00
baldurk
8b79a213b7
Posix vulkan should refer to libvulkan.so.1, not libvulkan.so
2016-06-28 18:14:46 +02:00
baldurk
296a4d170b
Check for presence of extensions/layers, and platform surface extensions
...
* If one of the extensions or layers listed in the log isn't present on
replay, we will just fail to load the capture. It's impossible to know
whether or not it's safe to drop unsupported layers.
* Note that RenderDoc already suppresses reporting device extensions to
the application if they're not supported by capture, which affects
this.
* Also when adding platform surface extensions we check for availability
and only add those present. We do require some minimum amount, but in
future we'll need to report which windowing systems are supported to
the UI layer so it can work appropriately using e.g. xcb or xlib.
2016-06-28 18:14:31 +02:00
baldurk
46daa01490
Implement OSUtility::DebuggerPresent on non-windows platforms
2016-06-28 18:04:43 +02:00
baldurk
a16aa19610
Add new OS files to visual studio projects
2016-06-28 18:03:01 +02:00
baldurk
bbc68b9248
Fix SPIR-V disassembly crash with matrix double index: matrixVar[x][y]
2016-06-28 14:16:33 +02:00
baldurk
e8b3400ebb
Fix crash if tex doesn't have any settings yet
2016-06-28 11:38:07 +02:00
baldurk
209986a0a0
Don't error, and don't dump data for DXBC custom class data.
2016-06-27 12:10:22 +02:00
baldurk
edbd1ce89b
Pass through view format as a type hint to texture display/sampling
...
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
EecheE
e160457abb
Fixed null exception if Reset01 is clicked with no active texture.
2016-06-26 12:26:00 +02:00
EecheE
c52e763e8c
Changed default histogram range to [-1,+1] for snorm textures.
...
If viewing a SNORM texture, default histogram range is set to [-1,1]
instead of [0,1].
Added support for BC5U .dds fourcc code.
2016-06-25 17:14:41 -07:00
baldurk
259d60231f
Fix delete being in the wrong place
2016-06-25 01:45:11 +02:00
baldurk
3f4ec852ba
Pass through image layouts for vulkan and display in tooltips. Refs #199
...
* Semi experimental for now - I'm not convinced that having a tooltip
for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk
307cee89fe
Adjust columns in vulkan shader resource UI to make a bit more space
2016-06-24 16:55:24 +02:00
baldurk
377e07374b
Add (semi-experimental) highlight & info for non-trivial resource views
...
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
2016-06-24 16:32:32 +02:00
baldurk
27bbbc39a4
Pass through number of mips/layers in Vulkan image views
2016-06-24 16:31:04 +02:00
baldurk
bf03ef4a8f
Set defaults so non-array views etc have ArraySize = 1
2016-06-24 15:36:02 +02:00
baldurk
d9b9e70ebb
Set ArraySize for cube SRVs in multiples of 6 (since it's NumCubes)
2016-06-24 15:35:45 +02:00
baldurk
75590986ee
Fix potential crash with TreeListView.InvokeRequired not being right
2016-06-24 15:35:17 +02:00
baldurk
4b674425c5
Fix some formats not being marked as typeless
2016-06-24 15:35:00 +02:00
baldurk
005a9ee226
Display swizzles on image views in vulkan pipeline view
2016-06-24 13:09:06 +02:00
baldurk
f35a4c6b6b
Use view format instead of resource format for Vulkan
...
* Since the Vulkan views are tighter and more strictly specified, we can
always safely use the view format (in the non-mutable case it must
exactly match the underlying resource's format).
2016-06-24 12:34:11 +02:00
baldurk
d4ff92755a
Display multisample count for MSAA textures in states
2016-06-24 12:14:22 +02:00
baldurk
9826ba6848
For D3D11 use the view's format not the resource's, for typeless formats
2016-06-24 12:11:22 +02:00
baldurk
d72e7401b0
Back out 01bffe6a0 so that typeless formats are visible.
...
* It doesn't seem to be needed anymore
2016-06-24 11:49:07 +02:00
baldurk
9dbcaaf96b
Add failure handling to vulkan swapchain creation.
...
* If a swapchain fails to create, we'll just continue and not render
anything. we'll try to recreate a few times and also on resize, in
case the failure is transient.
2016-06-24 11:32:15 +02:00
baldurk
b59199aa91
Check for D3D11 R/W bind conflicts at subresource granularity. Refs #244
2016-06-23 19:45:15 +02:00
baldurk
a8457b56f6
Display required bytes of constant buffer if it differs from buffer size
2016-06-23 16:20:37 +02:00
baldurk
0c3a7200fd
Always view raw buffers as xint
2016-06-23 12:17:59 +02:00
baldurk
6c0527227a
Allow raw loads/stores to come from any components. Refs #288
2016-06-23 12:17:58 +02:00
baldurk
f00049bed3
Fixup display&export of byte address and structured (with/no counter)
2016-06-23 12:17:58 +02:00
baldurk
bbce7478de
Add missing operand in disassembly for dcl_resource_raw
2016-06-23 11:22:23 +02:00
baldurk
7d843898e3
For byte address buffers, convert element numbers to bytes. Refs #287
2016-06-23 11:20:07 +02:00
baldurk
745df431db
Remove unused debug trace line
2016-06-23 11:19:43 +02:00