baldurk
fbcb04944d
Add texture saving dialog
2016-10-12 00:26:15 +02:00
baldurk
7d73ad7c0e
Only apply anisotropy level when it's enabled
2016-10-10 14:01:02 +02:00
baldurk
400c596894
Make sure we don't trample over our own memory when unwrapping infos
2016-10-07 22:09:12 +02:00
baldurk
83334f01d1
Make sure we don't accidentally propagate bad GetLastError() values
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* When relevant we do SetLastError(S_OK) before calling the 'real'
function, and likewise do GetLastError() to preserve the result if
we're doing work after the real function.
2016-10-07 22:08:48 +02:00
baldurk
e64359b40d
Fix picky clang warning about comparing enums, which is on purpose
2016-10-07 22:08:03 +02:00
baldurk
bfac4adfb8
Expose full logging to UI layer, pipe Qt messages etc into main logs
2016-10-07 15:58:45 +02:00
baldurk
ccfa1ceaed
Add some utility functions to rdctype::array/str
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* Avoids the need to directly reference .elems to cast to const char*
for strings, and has begin()/end() for C++11 foreach loops
2016-10-07 15:58:44 +02:00
baldurk
09e3d9a81c
When remapping down, read subsequently from mip 0. Refs #390
2016-10-06 18:09:26 +02:00
baldurk
d2b2e77d35
Clean up GL/Vulkan display shader, fixes remapping of mips. Refs #390
2016-10-06 18:09:06 +02:00
baldurk
44706c3f7b
Need to remap for 8-bit formats with less than 4 channels
2016-10-06 18:07:02 +02:00
baldurk
5b02be386f
Don't read off the end of IB when up-converting to mesh pick
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* This could lead to a crash at least on vulkan, where the memcpy reads
off the end of the data. On GL this could mean the index data doesn't
get read back.
2016-10-06 15:18:26 +02:00
baldurk
a52ca923b2
Check for File I/O failures when opening log in replay driver.
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* I got a crash report that seemed to have a file become invalid or
unavailable in between it being opened to determine the driver (which
already handles I/O failures) and the driver opening it. This check
just makes that more robust
2016-10-06 14:36:24 +02:00
baldurk
2c9de11a89
Fix histogram slice sampling for 3D textures
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* This changed earlier when the mip/slice indexing changed to be more
sensible.
2016-10-06 12:52:54 +02:00
baldurk
dc90d5e9dd
Make sure reported texture sample count is always at least 1. Refs #387
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* Particularly, GL texture buffers were incorrectly setting it to 0
which was invalid and caused a crash later.
2016-10-06 12:35:09 +02:00
baldurk
d322f17695
Cache textures in GL GetTexture if they weren't seen before. Refs #386
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* When saving the result of a custom shader visualisation, we need to
get the texture details of a live-created (ie. not from the capture)
texture.
2016-10-06 12:12:53 +02:00
baldurk
202ab8867c
Treat backbuffers as sRGB for the purposes of remapping. Refs #368
2016-10-05 11:16:04 +02:00
baldurk
c47ab2c515
Fix for conflicts between X headers and Qt due to overlapping #defines
2016-10-05 01:13:09 +02:00
baldurk
39bfe99ae5
Implement common pipeline state abstraction
2016-10-04 19:54:32 +02:00
baldurk
0f4d43cd37
Make minmax/histogram aware of custom shaders. Refs #385
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* This moves those functions relative to an output instead of the
renderer, so they pick up the settings etc from the output
configuration.
2016-10-04 19:54:30 +02:00
baldurk
a1c72464fd
Fix a case where UNKNOWN_PREV_IMG_LAYOUT could leak out into barrier
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* In this case we fall back to transitioning from LAYOUT_UNDEFINED
2016-10-04 19:54:29 +02:00
baldurk
00c5546198
Bump GL serialise version to account for added buffer initial states
2016-10-04 19:54:27 +02:00
baldurk
8c09722d67
Fix variable shadow warnings
2016-10-02 20:25:19 +02:00
baldurk
9ee4653a7a
Add triangle size overlay, showing heatmap of triangles < 4x4 in area
2016-10-02 20:04:43 +02:00
baldurk
b959b0ce30
Specify TRANSFER_DST usage for overlay image, to allow clears
2016-10-02 20:01:32 +02:00
baldurk
f7113e94ae
Make sure image view formats match properly for dummy views
2016-10-02 20:01:31 +02:00
baldurk
010917c787
Fixes to quad overdraw overlay on GL
2016-10-02 18:26:19 +02:00
James Fulop
317e01c22f
fix file line endings
2016-09-30 11:01:35 +02:00
James Fulop
bd14750702
ignore w component in default path
2016-09-30 10:58:30 +02:00
James Fulop
ceeba57c12
vk handles unproject sign more robustly
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vk format
vk handles unproject sign more robustly
2016-09-30 10:58:29 +02:00
James Fulop
8054365bd6
picking works on tiny/detailed VS_Out meshes
2016-09-30 10:58:29 +02:00
James Fulop
d71e7340e1
d3d11 handles unproject sign flip more robustly
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float2 to vec2f
d3d11 handles unproject sign flip more robustly
2016-09-30 10:58:28 +02:00
James Fulop
5f178bd765
gl handles unproject sign flip more robustly
...
gl format
gl handles unrpoject sign flip more robustly
2016-09-30 10:58:28 +02:00
James Fulop
bfd1d96f8f
ignoring w component on VS_In
2016-09-30 10:58:27 +02:00
James Fulop
d306f27c72
minor tidying
2016-09-30 10:58:13 +02:00
James Fulop
67246868f5
vs_out tri picking works from all angles
2016-09-30 10:55:01 +02:00
James Fulop
15978532e3
updated vertex picking for d3d11
2016-09-30 10:55:00 +02:00
James Fulop
a8b2be5643
minor comment/logic changes
2016-09-30 10:55:00 +02:00
James Fulop
770843554d
triangle picking for Vulkan
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Essentially a straight copypaste from the GL version.
VS_Out picking isn't working correctly in the triangle path.
2016-09-30 10:54:59 +02:00
James Fulop
03fdfc7593
triangle selection path works in VSOut stage now
2016-09-30 10:54:58 +02:00
James Fulop
11563d770f
fixed bug were index buffers with a width less than 4 were truncated
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indexes with a size less than uint32 were being ugpraded to uint32,
but the buffer range size was still dependent on the original width.
Before this change, when doing selection on indexed meshes with a
width of 2, the second half of the mesh would be unpickable.
2016-09-30 10:54:26 +02:00
James Fulop
f630e4a7d6
all mesh types functioning in opengl
2016-09-30 10:51:59 +02:00
James Fulop
becf01701f
triangle fan support
2016-09-30 10:51:59 +02:00
James Fulop
ea861ed3e1
fixed bug were it would pick vertices behind the camera
2016-09-30 10:51:58 +02:00
James Fulop
8851da66af
added original picking back in as a fallback.
2016-09-30 10:51:57 +02:00
James Fulop
bdfd44ebc9
triangle lists pick correctly
2016-09-30 10:51:57 +02:00
James Fulop
dd55043527
add lerp macro
2016-09-30 10:51:56 +02:00
James Fulop
ef185bca34
improved vertex picking, only Opengl VS Input
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The new vertex picking solution raycasts from the mouse's position,
picking vertices based on
1. The triangle it has intersected (take the nearest triangle)
2. The nearest vertex to the intersection point on the triangle
This is replacing a solution that was based on how close the vertex was
to the mouse in screen space and its depth.
This commit only supports the OpenGL path in the VS Input window.
I have disabled vertex picking in Vulkan for now, as there are some
cross dependencies (debuguniforms.h).
2016-09-30 10:51:56 +02:00
baldurk
e55f92cf67
Fix an off-by-one error in runtime warning reporting. Refs #380
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* Pixel shader debugging was right by coincidence because it replayed
the drawcall, but technically that could produce incorrect results as
we would then pick up UAV contents from after the draw, not before.
2016-09-30 10:50:29 +02:00
Michael Rennie
35a30be896
Forgotten break in remap switch label.
2016-09-29 15:31:51 +02:00
baldurk
9f4a60028e
Handle injecting environment variable params
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* This also fixes the problem of capturing 32-bit programs with 64-bit
RenderDoc failing to properly insert environment variables and
error'ing when it tries to do it directly.
2016-09-28 17:55:45 +02:00