baldurk
fbabc0180b
Add a couple of missing glGet*s
2014-11-08 13:48:40 +00:00
baldurk
9756b60a8a
Add some missing ARB aliases of core functions
2014-11-08 13:48:39 +00:00
baldurk
d3650cc73d
Remove wgl/glx from hookset.pl - unused. Also skip blank lines
2014-11-08 13:48:39 +00:00
baldurk
9b02d4a73e
Implement remaining glVertexAttrib functions
2014-11-07 01:18:04 +00:00
baldurk
d0b3078b95
Implement glPointParameter*
2014-11-06 23:30:00 +00:00
baldurk
7c7503432d
Implement glBlendEquation{,i}
2014-11-06 23:18:42 +00:00
baldurk
840d2ad5d8
Fix for compiling on 64bit
2014-11-06 23:18:26 +00:00
baldurk
d86b6e8808
VAOs get marked as dirty via VertexArrayUpdateCheck()
2014-11-05 00:11:28 +00:00
baldurk
d61ad6994e
VAOs are required, don't save bad VAO operations to device record
2014-11-05 00:10:54 +00:00
baldurk
41caebcdca
Implement a whole bunch of glGet* glIs* API functions as pass-through
2014-11-04 21:54:33 +00:00
baldurk
d318ca5182
Implement all glUniformN_ and glProgramUniformMatrixMxN_ variants
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* Using macros for most implementations redirecting to either
Serialise_glUniformVector or Serialise_glUniformMatrix
2014-11-03 22:25:11 +00:00
baldurk
c7528aeb49
Serialise glUniform through glProgramUniform
2014-11-03 20:59:28 +00:00
baldurk
b590377345
Do NaN/-ve/inf checks before range application, feels more consistent
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* Before, we'd remap the visible range (if the range was 0.25-0.75 this
meant 0.0 would be mapped to 'negative') before checking on negative
values, which didn't feel like the right thing for the overlay to show.
2014-11-03 00:50:46 +00:00
baldurk
93f4141abd
Implement viewport/scissor and depth/stencil test overlays for GL
2014-11-03 00:47:29 +00:00
baldurk
602b28c614
Abstract out function to copy uniform values between programs
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* This needs to be refactored to use the program interface query API so
we can get the location of uniform blocks and set them
* We also need to copy over sampler uniform values (getting away with it
for now as we're generally replacing the pixel shader, so there aren't
any samplers used in the cases I've tested).
2014-11-02 22:47:52 +00:00
baldurk
fc349db45f
Don't use FetchTexture in GLReplay, as overlay texture doesn't have it
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* Instead of using FetchTexture we store the internal format in the texture
data in the driver, so it's available for use.
* This fixes some issues with the overlay textures
2014-11-02 21:55:50 +00:00
baldurk
912382e413
Implement NaN/inf/-ve and clipping overlays on OpenGL
2014-11-02 21:20:06 +00:00
baldurk
facea8d019
Fix issues with float inaccuracy on 'clipping' overlay
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* There was a problem where a value of 1.0 would show up as 'clipping' if
the range meant that it was transformed to something like 1.0000000432f
so we use FLT_EPSILON as a slight fudge factor.
2014-11-02 21:19:48 +00:00
baldurk
ad2b26b238
Implement texture histogram for OpenGL
2014-11-02 20:59:36 +00:00
baldurk
65e567d91f
Implement glClearBufferData
2014-11-02 20:54:21 +00:00
baldurk
02aa3e7912
Implement min/max calculation for OpenGL
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* Same implementation as D3D11 essentially
* Split out the texture sampling from texdisplay.frag into its own file so
it can be reused. Also removed the discard;s from the texture sample
functions and moved them up into the texture display function.
2014-11-02 20:26:09 +00:00
baldurk
823821d775
A bit of a hack, only show stencil when exclusively selected
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* Thumbnails enable all channels, so if depth (Red) is enabled then ignore
that stencil (Green) is also enabled.
2014-11-02 20:11:19 +00:00
baldurk
3a95b83d28
Fix detecting SInt textures from SNorm accidentally
2014-11-02 20:09:55 +00:00
baldurk
f00914bbfd
Always point sample depth textures on display
2014-11-02 20:09:35 +00:00
baldurk
bb87949c89
Implement glMemoryBarrier
2014-11-02 19:52:58 +00:00
baldurk
dcc9937bed
Fix linestrip usage for highlight box
2014-11-02 19:34:22 +00:00
baldurk
8ca8ac4ab3
Fix range becoming 0 if both min and max were negative
2014-11-02 19:05:42 +00:00
baldurk
3c4f9313e2
Fix the wrong define being used meaning histogram/minmax were wrong
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* Several places were using HGRAM_PIXELS_PER_TILE*HGRAM_PIXELS_PER_TILE
instead of HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK and calculating
blocks as too large. This meant histogram/minmax would miscalculate the
number of blocks needed and fail to read properly from > 2048 textures
2014-11-02 19:04:14 +00:00
baldurk
05c5870326
Remove assert that's pointless and has false positives.
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* Technically CopySubresourceRegion should only be called for matching
types, but the handling won't change (we'll just mark dest resource as
dirty), so this fires when programs are being a bit naughty for no use.
2014-11-02 19:02:35 +00:00
baldurk
3fa5852c93
Remove D3D11_MAP_FLAG_DO_NOT_WAIT Map() flag on replay
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* If we serialised out the Map, then it succeeded during capture, so need
to make sure we wait and do it on replay regardless.
2014-11-02 18:41:50 +00:00
baldurk
e549c58413
Implement glBindImageTexture and glDispatchCompute
2014-11-02 13:43:55 +00:00
baldurk
6308d78cd4
Implement debug device/debug api message tracking for GL
2014-11-02 10:52:24 +00:00
baldurk
a4fe8e3261
Add missing serialise call for PROGRAMUNIFORM_MATRIX
2014-11-02 10:52:23 +00:00
baldurk
d63352a1b0
bail out of glBindTexture() if texture name is invalid
2014-11-02 10:52:23 +00:00
baldurk
61df69d80f
remove debug print that got left in
2014-11-02 10:52:22 +00:00
Baldur Karlsson
537a18ceb6
Clarify that only GL 3.2+ Core is supported
2014-11-01 19:03:55 +00:00
baldurk
d4f31f9f42
fixes for linux building
2014-11-01 17:26:07 +00:00
baldurk
9e817e7e19
Fixes for in-program font rendering on linux
2014-11-01 17:15:45 +00:00
baldurk
df813b6659
Add flipY handling for SInt/UInt tex sampling in texdisplay.frag
2014-11-01 17:14:53 +00:00
baldurk
a429bf3ab9
OpenGL in-app text overlay
2014-11-01 17:14:23 +00:00
baldurk
bf46a3fd54
linux compile fixes
2014-11-01 17:04:53 +00:00
baldurk
53a4964cb3
Don't write log for spammy unimportant debug messages
2014-11-01 17:04:52 +00:00
baldurk
360199b2ce
Only account for faked backbuffer in renderstate when replaying
2014-11-01 17:04:52 +00:00
baldurk
8d8c8a7c47
Hook into platform delete context function
2014-11-01 17:04:51 +00:00
Baldur Karlsson
54c84c05c4
Merge pull request #103 from valeriog-crytek/master
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Some missing GL replay features
2014-11-01 17:04:37 +00:00
valeriog
baa530eb5f
Add visualization of most missing OpenGL texture types (cube maps, texture arrays, stencil, 1D/3D textures, integer textures), take selected mip level into account and point sampling when required.
2014-10-31 19:47:42 +01:00
baldurk
8193c80697
Ditch position buffer for all but fonts. Closes #102
2014-10-31 18:41:10 +00:00
valeriog
d18557239f
Added visualization of rasterizer state for OpenGL.
2014-10-31 19:40:16 +01:00
baldurk
63d1f868ac
Have captures listed on overlay decay after 20 seconds
2014-10-31 00:35:54 +00:00
baldurk
2121fcebd5
add source code pro to license & credits files
2014-10-30 23:27:28 +00:00