1637 Commits

Author SHA1 Message Date
baldurk ebe442d1d8 Update tips dialog and add a menu item for it. v0.26 2015-09-25 21:09:12 +02:00
baldurk b5f73cbb63 Don't call TextureBinding where enum might be GL_NONE. Refs #156 2015-09-24 18:40:11 +02:00
baldurk f3abf31148 Catch FinishCommandList calls on immediate context, and throw an error 2015-09-24 18:30:14 +02:00
baldurk 7fdadc52f7 Fix register/variable highlighting sometimes getting busted 2015-09-23 13:30:12 +02:00
baldurk 51f8e949a1 Add back some code that was deleted by accident 2015-09-23 13:29:54 +02:00
baldurk edccd1f9af Remove topologies, index type, offsets, etc from GL drawcall strings
* This was mostly just useless noise that cluttered up the event list -
  it's all implicitly displayed on the mesh output or pipeline state
2015-09-20 13:02:07 +02:00
baldurk a5ba0e4597 Make injecting into a GL app safer (still does nothing if after GL init)
* If we haven't seen a context create anywhere, refuse to do any work -
  this is pretty much definitely because of being injected into the
  program after init time. Unlike D3D11 where all the API calls are via
  interface pointers that were fetched and not wrapped, GL starts being
  hooked immediately, which is bad!
2015-09-20 11:09:49 +02:00
baldurk 8678fa9e2d Call SetLastError(0) to mute any errors after RenderDoc work
* Obviously not ideal, but better than passing spurious error codes
  back to the application where presumably it wasn't getting them
  before.
2015-09-18 23:31:34 +02:00
baldurk 4242c12226 Don't call into SwapBuffers if no window is associated with the DC 2015-09-18 23:26:11 +02:00
baldurk 1b8d291874 Avoid pointless multiple file passes, now that seeking isn't cheap 2015-09-18 22:37:44 +02:00
baldurk b090092d73 Don't apply renderdoc hooks to renderdoc.dll. Things go... badly 2015-09-18 22:27:46 +02:00
baldurk a9166ffb38 Fix logic for GetBuffer() UUID check 2015-09-18 22:11:15 +02:00
baldurk 84a89c1e32 Linux compile fix 2015-09-16 08:52:48 +02:00
baldurk 822cbd879d Convert GL_CLAMP to GL_CLAMP_TO_EDGE 2015-09-16 08:37:17 +02:00
baldurk 1936a7a0b4 Get sized format for render buffers (not sure if that's even valid...) 2015-09-16 08:28:53 +02:00
baldurk 0c42d195c2 Fix copy-paste error with DRAW/READ framebuffer 2015-09-16 08:27:33 +02:00
baldurk fd85a981ed Get sized stencil formats 2015-09-16 08:27:23 +02:00
baldurk e58c7aff13 Add extra bounds check just in case trace has no steps. 2015-09-16 01:18:14 +02:00
baldurk f021aed31b Handle unexpected UUIDs in IDXGISwapChain::GetBuffer a bit more nicely
* Had some crash reports hitting the assert indicating some other UUID
  was passed. Most likely is ID3D10Texture2D or similar, which we
  can't support. Any other just print an error and the UUID.
2015-09-16 01:12:33 +02:00
baldurk c18b1547ac Distribute renderdoc_app.h in packages 2015-09-15 23:11:07 +02:00
baldurk 60081dcfe7 Add fallback path to use d3dcompiler from renderdoc folder. Refs #153
* This should be a very rare case, but e.g. if the D3D11 runtime hasn't
  been loaded ever, d3dcompiler won't be in the system dll path.
2015-09-15 23:11:02 +02:00
baldurk 822a235349 Make sure not to try and use compressed reader for non-compressed logs 2015-09-15 18:52:43 +02:00
baldurk 2100344636 Fix logic to ensure we don't silently drop manual update checks 2015-09-15 18:43:06 +02:00
baldurk 1f3a83cf38 Don't make UpdateDialog TopMost, that's globally always-on-top 2015-09-15 18:42:42 +02:00
baldurk 219bd2d434 Refactor serialisation format with new version
* The main improvement is that instead of just callstack resolving DB
  and frame capture data, some arbtirary number of sections can be
  included, for e.g. adding notes or saving the bookmarks or whatever
  use the user wants.
* Sections (namely the frame capture data) can now be (de)compressed on
  I/O, which leads to much smaller file sizes.
* Also the default internal alignment has changed from 16 to 64 to be
  more future proof (I decided not to go with completely arbitrary
  alignment).
* A path for loading previous version logs remains and will be removed
  at some point in the future, maybe a version or two down the line.
2015-09-14 09:25:46 +02:00
baldurk 011178cdf1 Update LZ4 to latest 2015-09-13 21:21:14 +02:00
baldurk e6621c8956 Don't recreate callstacks, instead re-set stack in consistent instance 2015-09-13 21:20:29 +02:00
baldurk c136dcfcfe Disable SPIR-V disassembly in non-release as it's non-functional atm 2015-09-13 14:06:38 +02:00
baldurk 5fccf87d43 Only check that DDPF_FOURCC flag is set, not that it's the only flag 2015-09-13 14:06:13 +02:00
baldurk a01b3badfa Create initial state for textures/VAOs that don't have it. Refs #148 2015-09-12 18:18:45 +02:00
baldurk d16a8024d5 Make sure we have some fallback for locating position element. Refs #149
* If no position element is selected at all that's really confusing, so
  worst case we just pick the first attribute.
* Making it intuitive/obvious that you can change which attribute is
  displayed as mesh - that's a different problem.
2015-09-12 17:30:35 +02:00
baldurk 96b43aa54d Allow the queued capturing of frame 1 immediately. Refs #150 2015-09-12 17:23:30 +02:00
baldurk 193aa5addd Do lazy disassembling of shaders, only when needed. Refs #136
* This is a slightly simpler implementation of the above pull request.
  Only the disassembly is done lazily since everything else is pretty
  much always requested during log reading.
* I didn't measure much difference of this but I think it depends on
  having a lot of shaders with heavyweight shader debug info.
2015-09-12 17:18:49 +02:00
baldurk 4f67e825cf Store DXBCs in WrappedShader for input layouts. Refs #136
* This will allow lazy shader interpretation to just happen in one place
2015-09-12 14:41:13 +02:00
baldurk 1ca3685668 Don't autofit if no texture is viewed (e.g. if a buffer is up)
* This fixes a bug from a crash upload
2015-09-11 11:52:02 +02:00
baldurk a35d18467d Make sure to set default capture options 2015-09-10 21:36:55 +02:00
Baldur Karlsson 311c7486fd Manually thumbnail images in README
* They don't render correctly in firefox the old way
2015-09-03 20:30:07 +02:00
baldurk a63c0217dc Tweak empty array debug prints and add newline 2015-09-02 11:38:08 +02:00
baldurk 65dbac28f0 Change array serialisation functions to explicitly be uint32/uint64. 2015-09-02 09:00:00 +02:00
baldurk a763656302 Compile fix for linux 2015-09-02 10:36:18 +02:00
baldurk d2fc251b58 Add a serialise function that calls Serialise on each array element
* Basically for the case where an array element isn't POD and needs
  special handling for serialisation
2015-08-31 17:53:48 +02:00
baldurk b9ba4099ba Rename Serialise() overload that does array to SerialisePODArray()
* To emphasise that it's serialised as a blob of memory, and that
  Serialise isn't called on each member.
* Restore the ToStr()
2015-08-31 17:39:49 +02:00
baldurk c1e8df576c Compile fix 2015-08-31 17:23:39 +02:00
baldurk 277b97efb6 Rename OS module loading function as it clashes with define on win32 2015-08-31 17:12:21 +02:00
baldurk 32b028e5a6 If elems count is 0 when reading array, set resulting pointer to NULL 2015-08-31 17:11:16 +02:00
baldurk 2d12d5abee Add an update dialog that shows update notes & does upgrade smoothly 2015-08-30 00:11:48 +02:00
baldurk efc5c92e1a Add miniz reader functions to header and add wchat ver of file extract 2015-08-30 00:00:12 +02:00
baldurk 95be5454f9 Add a "Find in all files" dialog on ctrl-shift-f to shader viewer 2015-08-29 19:26:50 +02:00
baldurk 9f43f12135 Add a list of all files in shader viewer when there are more than 3 2015-08-29 17:18:28 +02:00
baldurk 24b0f04f17 Remove double loop increment 2015-08-28 22:04:06 +02:00