Commit Graph

1723 Commits

Author SHA1 Message Date
baldurk ff0ed61ba3 Fix loop conditions to be actually a condition 2016-02-07 18:37:31 +01:00
baldurk aab20b239e Hook & handle device and instance GetProcAddr functions 2016-02-07 18:37:30 +01:00
baldurk 18f16ea43f Fix assert condition 2016-02-07 18:37:30 +01:00
baldurk 82a84ea6f0 Serialise out a chunk and create resource record for swap images 2016-02-07 18:37:29 +01:00
baldurk c1adf143c8 Need to fixup our own command buffer for our purposes 2016-02-07 18:37:28 +01:00
baldurk ecab81f9b2 Don't create debug message callback if we don't have it 2016-02-07 18:37:27 +01:00
baldurk 3c0a69d6e1 Support the right WSI extension name 2016-02-07 18:37:26 +01:00
baldurk 497f6176e7 Add vulkan driver based on mantle work, with linux hooks based on GL 2016-02-07 18:37:25 +01:00
baldurk 2804c4414d Restore mip/level value for non-layered FBO attachments. Refs #172 2016-01-25 20:28:51 +01:00
baldurk af12040a95 Linux compile fix 2016-01-22 08:24:59 +01:00
baldurk 278a9774a0 When StartFrameCapture() is called on API, also make that wnd active 2016-01-21 18:21:19 +01:00
baldurk eb3e74db38 Also detect reverse-z matrices for GS/Tess output 2016-01-20 20:19:53 +01:00
baldurk e3c7abe0ee Add link to great presentation in documentation & README 2016-01-20 20:13:48 +01:00
baldurk ae91bdcde2 Add detection/support for reverse-z projection matrices. Refs #169 2016-01-20 19:58:24 +01:00
baldurk 01bffe6a09 Return typed component type even for typeless formats
* It's a bit wrong, but it's more consistent because then things like
  texture save functions that convert components know what to do with
  the texture.
2016-01-07 19:27:03 +01:00
baldurk efe65520de Fix possible update failure (doesn't help shipped code, but oh well...)
* Apparently Application.Exit() doesn't close immediately and can throw
  an exception, leaving the UI open while the updater tries to run and
  nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk efd8bf1baf Fix reported crash - close any find dialogs when shader window closes 2015-12-15 17:26:28 +01:00
baldurk 8cd9a4d22d Pass ownership of real immediate context to WrappedID3D11DeviceContext
* The wrapped context releases its real context - so we need to ensure
  the addrefs and releases are balanced.
2015-12-08 21:39:44 +01:00
baldurk d07e860030 Compile fix (and proxy serialise fixes) 2015-11-30 21:28:55 +01:00
baldurk 8b7a025853 Refactor BGRA formats to not be special (so allow any BGRA format)
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk 7ef19b8ae1 Add outline shader to makefile 2015-11-19 09:39:04 +01:00
baldurk 707910b647 Tweak viewport/scissor overlay to be a little clearer 2015-11-19 01:33:22 +01:00
baldurk f7187484fd Disable SPIR-V compilation entirely for now 2015-11-19 01:31:27 +01:00
baldurk 616a571853 Compile fix from bad cherry-pick 2015-11-18 23:37:23 +01:00
baldurk 665b4743c6 Fix stupid damned scrollbars that don't actually go up to their maximum 2015-11-18 23:36:17 +01:00
baldurk 7944fd9254 Fix spirv project file/filters for files that moved around 2015-11-18 23:36:16 +01:00
baldurk c8a6d0dbb7 If displaying via a custom shader when saving texture, save that output 2015-11-18 22:30:47 +01:00
baldurk 73ad61d38e When saving textures if only one channel is visible, save as greyscale 2015-11-18 22:30:47 +01:00
baldurk f29d3aceb2 Improved error message - print filename 2015-11-18 22:30:47 +01:00
baldurk 75dc4a892c Abort loading file if we didn't get a handle, and shorten retry period. 2015-11-18 22:30:47 +01:00
baldurk 00ba48ef4c default to VS IN as primary, instead of just bailing 2015-11-18 22:30:46 +01:00
baldurk e441bff833 Display NaNs correctly in buffer viewer cells 2015-11-18 22:28:47 +01:00
baldurk 4721f2703c Update to latest SPIR-V headers, mostly disabling stuff that is old
* This will be updated to work on latest SPIR-V later
2015-11-16 18:35:35 +01:00
baldurk 1d8c76c15f Update glslang to latest with SPIR-V 1.0 support
* Based on renderdoc branch with local modifications from upstream:
  https://github.com/baldurk/glslang/tree/renderdoc
* hash 3a39caa1f75c1e6858a0e554e8fc0ecb48214368
2015-11-16 18:35:15 +01:00
baldurk 2cca0a53c3 Set the window title to the filename when saving a log 2015-11-13 22:29:29 +01:00
baldurk adbbafcabc Fix pixel history directly on depth-stencil views going very wrong 2015-11-13 22:23:45 +01:00
baldurk 10c461d7d3 In mesh viewer, vertex picking and enabling sync will sync up the views 2015-11-12 09:40:41 +01:00
Baldur Karlsson 0b5e0a339a Change builds link to be named downloads 2015-11-11 08:43:51 +01:00
baldurk 0357a2e35e Make visible histogram range a per-texture stored/loaded setting 2015-11-09 23:42:56 +01:00
baldurk c8065048f4 Make sure to retry when loading an image that's been refreshed
* Fixes a potential race if a change is detected while some other
  program has an exclusive lock on the file to write it, and we try to
  open before it's possible. A slow retry fixes that.
2015-11-09 23:29:55 +01:00
baldurk ca9293c576 Fix File->Exit shortcut clashing with File->Recent Capture Settings 2015-11-09 23:05:02 +01:00
baldurk 4aecbfe567 Handle whitespace in the middle of #version, etc directives. Refs #168 2015-11-09 23:01:30 +01:00
baldurk e9d7e51159 Handle shader reflection being NULL without crashing. Refs #168
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk 25eb320f23 Hook wglSwapBuffers, wglSwapLayerBuffers and wglSwapMultipleBuffers 2015-11-04 10:20:03 +01:00
baldurk 28f0e7a484 Clear GL errors after Fetch/Apply state
* This can happen if e.g. some state we're fetching or restoring is not
  supported on the current GL context.
2015-11-03 22:54:43 +01:00
baldurk ad805e8117 Allow excess VS sig system value elements versus IA bytecode. Refs #167
* The VS can consume system value semantics at the end of the signature
  that weren't present in the IA layout's bytecode. Note that if the
  order changes (ie. the system value element is first) then that's not
  OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk 910e261133 Only display RW thumbnails if the shader actually uses them 2015-10-26 18:31:17 +01:00
baldurk 9856b171c1 Take stencil value from max of red or green channel
* I swear some implementations return stencil in the green channel, but
  the spec says red channel. This should be safe
2015-10-26 18:15:31 +01:00
baldurk 26b2901931 Bugfix for viewports on C++ side not matching C# structure 2015-10-26 18:04:07 +01:00
baldurk 543f15ae4a Fix GL clear-before-draw shader overlay. Refs #164 2015-10-26 11:49:23 +01:00