baldurk
df266eb04d
Fix some version properties in windows resource files
2020-01-14 18:02:10 +00:00
baldurk
a2562200f7
Hide update check progress bar even if network error occurred
2020-01-14 18:02:10 +00:00
baldurk
f4ab28205f
Add option to non-interactively resolve callstack symbols
...
* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk
e9182377e5
NULL out connection handle after shutdown
2020-01-13 16:55:05 +00:00
baldurk
bc6401f23a
Don't refresh overlay unnecessarily when it's not enabled
2020-01-10 12:55:26 +00:00
baldurk
cb0e8958b1
in debug builds don't include resource ID when renaming resources
2020-01-10 11:01:05 +00:00
Steve Karolewics
824188d047
Fix text contrast in pixel history view with dark UI theme
2020-01-09 17:56:54 +00:00
baldurk
ff37dc9787
Update APK installation failure message to mention USB APK installs
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* Apparently some android devices don't allow installation of APKs over USB by
default.
2020-01-07 17:28:17 +00:00
baldurk
10aa4662ec
Add deliberate fall-through comment into scintilla code
2020-01-07 17:28:17 +00:00
baldurk
7b678a4dae
Add missing break in android error-mapping switch
2020-01-07 17:28:17 +00:00
baldurk
77b76b98a8
Allow -Wimplicit-fallthrough on qrenderdoc project
2020-01-07 17:28:17 +00:00
Steve Karolewics
bbd2a4ecb0
Implement D3D12Replay::DebugThread
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Also added logic for initiating debugging in the D3D12 pipeline state
viewer. Both locations are guarded by defines for now.
2020-01-07 17:28:01 +00:00
baldurk
c43d9146a9
Use globbing to get dependencies for swig builds
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* Fixes a warning in VS2019 from stale warnings and should mean rebuilds are
more accurate too.
2020-01-06 16:25:34 +00:00
baldurk
9ede309c39
Update qrenderdoc README
2020-01-06 16:20:45 +00:00
baldurk
2916c0f9f7
Update copyright years to 2020
2020-01-06 16:20:45 +00:00
baldurk
27098f8f70
Give our threads debugger-friendly names
2019-12-19 21:50:13 +00:00
baldurk
7ff0796b89
Check for incomplete textures on OpenGL. closes #214
2019-12-18 19:09:18 +00:00
baldurk
2c80a7206b
Enable 'enum value not handled' warning on MSVC, fix issues
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* Mostly we add an explicit default: break but in some cases we add explicit
cases and/or error messages.
2019-12-17 18:02:10 +00:00
baldurk
e302ecfe83
Don't leak target control handle
2019-12-17 15:51:16 +00:00
baldurk
93b0d65726
Override new/delete for structured data objects to go through our allocs
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* Otherwise if structured data cross a module boundary the (de)allocation could
fail.
* We also ban new/delete for structs that don't need it
2019-12-17 14:51:11 +00:00
baldurk
14d01ff995
Remove support for serialising STL types, remove STL interop
2019-12-16 18:10:32 +00:00
baldurk
c4ca8cb1d1
Reduce reliance on big public headers where possible
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* Mostly moving includes from common headers to cpp where possible, and removing
includes of the whole thing where only enums or rdcstr etc are needed.
2019-12-16 17:06:16 +00:00
baldurk
25536836b6
Split up renderdoc_replay.h header further
2019-12-16 17:06:15 +00:00
baldurk
ec7a852582
Refactor and improve rdcarray/rdcstr interface
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* We are going to replace all std::string/std::vector use with these.
2019-12-16 17:06:15 +00:00
baldurk
8e21b28785
Split basic_types.h into separate independent headers
2019-12-16 17:05:11 +00:00
baldurk
c82d0f58b9
Rename WASD to Flycam in mesh viewer controls
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* This should now work regardless of keyboard layout, e.g. on AZERTY the same
physical keys will still work. We also add arrow keys as a backup
2019-12-13 16:37:14 +00:00
baldurk
24e4f4179f
Fix projection guessing controls sometimes being enabled when unused
2019-12-13 16:36:44 +00:00
baldurk
4f3ea6d12b
Special-case VK_LOD_CLAMP_NONE for samplers in pipeline state view
2019-12-06 01:04:12 +00:00
baldurk
01674ec93b
Invoke qmake in release mode when building a release cmake build
2019-12-03 21:47:04 +00:00
baldurk
3df0c59935
Don't use -Wcomma in old versions of clang
2019-12-03 10:12:06 +00:00
baldurk
6d1d302491
Fix a number of warnings identified by higher clang warning levels
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* We enable a couple of high signal-to-noise warnings in all clang builds
2019-12-02 20:41:28 +00:00
baldurk
cfe601123c
In debug builds display resource ID in resource inspector
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* This can save some breakpointing and looking up in maps when a resource is
named (especially if it's not given a unique name).
2019-12-02 20:28:05 +00:00
baldurk
ff08748238
Ensure all files have trailing new-lines and enforce with clang warning
2019-12-02 20:28:05 +00:00
baldurk
5838a33d7e
Don't add array stride until first child struct
2019-11-29 22:41:09 +00:00
baldurk
23c3a38496
Create fake buffer for D3D11 UAV hidden counters. Closes #1593
2019-11-29 13:53:45 +00:00
baldurk
3bf805ec35
Add 'expand all' menu to resource inspector
2019-11-29 13:53:45 +00:00
baldurk
f514815e3c
Update buffer formatter help text, save its visibility in config
2019-11-29 13:53:45 +00:00
baldurk
e205054317
Add UI support for GPU typed pointers in buffers
2019-11-29 13:53:44 +00:00
baldurk
b3979262a5
Replace FormatElement with ShaderConstant/ShaderVariableType
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* FormatElement is now a static BufferFormatter class to help generate and parse
buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk
4214aa45bf
Fix interpretation of formatted shader variables
2019-11-29 13:53:44 +00:00
baldurk
324b96c977
Remove FormatElement::byteSize(), move to ResourceFormat
2019-11-29 13:53:44 +00:00
baldurk
00170e2ec3
Make GetVariants a free function taking interpreting format directly
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* We also store the format in BufferElementProperties for the buffer viewer
since we'll later remove the ResourceFormat stored in FormatElement
2019-11-29 13:53:44 +00:00
baldurk
f046423664
Split buffer-centric properties out of FormatElement
2019-11-29 13:53:44 +00:00
baldurk
b0afdd2988
Don't force typecast from real texture when saving overlay/custom shader
2019-11-27 11:06:03 +00:00
baldurk
186ca30045
Treat binding viewcasts are always definitive
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* On APIs like vulkan the view casting happens from an already typed format, so
don't assume that casts are only applied when the underlying format is
typeless. When a cast is not valid the view format should never be different
from the underlying image format as the API should never make it possible to
validly create or bind a view with a different format.
2019-11-26 17:38:26 +00:00
baldurk
db563bb0bf
Refactor public interface around handling of textures
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* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
2019-11-26 17:38:25 +00:00
baldurk
01344c7e83
Rename typeHint to typeCast
2019-11-26 17:38:25 +00:00
baldurk
001bc81eb7
Don't refer to renderdoc UI program as QRenderDoc in user-facing strings
2019-11-25 23:36:45 +00:00
baldurk
f42cb9e23c
Use shader bindpoint mapping when generating HLSL shader editing stubs
2019-11-21 21:25:40 +00:00
baldurk
1c062c1eda
When a capture is loaded in the API inspector, populate the events
2019-11-21 17:09:01 +00:00