7 Commits

Author SHA1 Message Date
baldurk 1b0d545fbe Compile GLSL shaders to SPIR-V to generate 'disassembly' (hex dump) 2015-07-08 23:45:18 +02:00
baldurk bde6fabf7d Rearrange project structure, so that drivers can be easily disabled
* This is kind of arbitrary at the moment, but in future when D3D12 and
  Vulkan drivers appear, not everyone who builds RenderDoc will want to
  build all drivers, so making them separate projects makes it more easy
  to disable/remove them.
2015-06-29 20:04:47 +02:00
baldurk f06964ea23 Clean up folder structure a bit, move .NET 3rdparty under renderdocui/ 2015-04-13 12:46:30 +01:00
baldurk 6fde127360 Refactor projects so we don't use xcopy to copy build outputs around
* This makes it easier for my auto build scripts (i.e. without xcopy use
  I can run them from msysgit bash).
* pdblocate now has Profile32&Release32 vs Profile64&Release64. This was
  the easiest way to do it as it has to be compiled in 32bit to interact
  with DIA, but we want it copied to the solutions output folder (x64/...
  or Win32/...)
2015-01-01 11:23:53 +00:00
baldurk 9460fbd970 Add feature to globally hook processes to inject indirectly.
* This allows you to hook into processes that are difficult to launch
  directly with the existing functionality in RenderDoc.
* This is rather risky, as it modifies the AppInit_DLLs registry key to
  inject a small shim dll that checks for the desired process and injects
  the full renderdoc.dll. If that registry key got left, or if there was
  some incompatibility with the shim dll, you could have problems. It
  should only ever be used as a last resort if there's no other way to
  capture.
2014-10-05 13:57:11 +01:00
baldurk 8d685de609 Reorganise 3rdparty, include breakpad with sln, drop mhook. Closes #84 2014-09-24 20:24:35 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00