-
0b31bded
by baldurk
at 2018-07-25T15:55:57Z
Bump version to v1.2
-
6b6127d9
by baldurk
at 2018-07-25T16:36:30Z
Update zstd to v1.3.5. Closes #1046
-
5f2de9df
by baldurk
at 2018-07-25T16:36:31Z
Use sigaction to create Qt-compatible handler to reap zombie processes
-
01f51f29
by baldurk
at 2018-07-25T16:59:57Z
Fix handling of shader model CheckFeatureSupport queries. Closes #1051
-
8d5081ab
by baldurk
at 2018-07-25T17:32:20Z
Remap generic compressed formats to uncompressed on GL
* This is legal according to the spec, as the implementation is allowed to not
compress if there is no appropriate compressed format.
-
bd976646
by baldurk
at 2018-07-26T16:24:24Z
Fix incorrect copy-pasted title on docs page
-
12e43443
by baldurk
at 2018-07-26T16:24:27Z
Shut down adb when closing qrenderdoc if it's our adb
* This has some possible problems - e.g. if one copy of qrenderdoc is closed and
kills the server used by another copy. However it seems impossible to reliably
manage adb and we need to ensure we don't leave the process lingering around.
* At the moment 95% of users don't use android, so it's most important that they
have a smooth experience.
* This was the cause of problems around updating versions because adb.exe would
hang around and then be 'in use' and not able to be overwritten.
-
6e9d8cb1
by baldurk
at 2018-07-26T16:24:29Z
Initialise adb on another thread
* Otherwise the first adb access will stall heavily starting the daemon.
-
8704b555
by baldurk
at 2018-07-26T16:24:29Z
Fix missing calling convention declared on EGL function pointers
-
26ce9fcc
by baldurk
at 2018-07-26T16:24:30Z
Don't serialise size_t directly in VkDescriptorUpdateTemplateEntry
* This caused an incompatibility between 32-bit and 64-bit capture and replay.
-
6c10eb8e
by baldurk
at 2018-07-26T16:24:30Z
Fix serialisation of passing NULL to 'multi-bind' GL funcs. Closes #1041
* This is treated as if it was an array of all 0s.
-
9cbfad59
by baldurk
at 2018-07-26T16:27:48Z
Fix typo'd check in previous commit
-
d060eb35
by baldurk
at 2018-07-26T16:37:12Z
don't wait for adb start-server as it may never exit
-
5293a2c9
by baldurk
at 2018-07-30T12:02:11Z
If creating EGL GLES3 context fails, try without debug bit. Refs #1052
-
df1a494f
by baldurk
at 2018-07-31T13:37:38Z
Add friendlier error if trying to use Android < 6.0 device. Closes #1060
-
3d519698
by baldurk
at 2018-07-31T13:37:38Z
Ensure we handle filename == NULL in dlopen correctly. Closes #1058
-
085b320a
by baldurk
at 2018-07-31T13:37:40Z
Make sure even if we're not reading from adb that we hide its window
-
baa46cd2
by baldurk
at 2018-07-31T13:37:40Z
Mark resources in UpdateSubresource as frame-referenced
-
92a90241
by baldurk
at 2018-07-31T13:37:41Z
Fix data-size calculation for UpdateSubResource. Closes #1059
-
196daacf
by baldurk
at 2018-08-01T16:29:35Z
Don't clear selection when clicking on an item. Closes #1061
-
0b6f735a
by baldurk
at 2018-08-01T16:29:36Z
Tidy up vertex-fragment structures in HLSL shaders
* Fix a few mismatches and delete wireframeV2F which is not needed in any other
shaders but the mesh rendering path. Others just need SV_Position.
-
9c1b7f1d
by baldurk
at 2018-08-01T16:29:36Z
Implement proxied MSAA texture contents on D3D11
-
d93ad942
by baldurk
at 2018-08-01T16:29:37Z
Fix component type/count values for depth/stencil GL types
-
92d41478
by baldurk
at 2018-08-01T16:29:37Z
Only do early channelExtract splatting for regular formatted textures
-
602b5db7
by baldurk
at 2018-08-01T16:29:38Z
Re-swizzle D24S8 textures on GL into the order expected for texture data
-
05a9318d
by baldurk
at 2018-08-01T16:29:38Z
Don't query sampler params from MSAA textures
-
a82c7a10
by baldurk
at 2018-08-01T16:29:39Z
Implement proxied MSAA texture contents on OpenGL
-
34b1d0ec
by baldurk
at 2018-08-01T16:29:39Z
Fetch all samples when caching MSAA textures for replay proxy
-
05dd4e19
by baldurk
at 2018-08-01T16:29:40Z
Fix serialisation of number of subresource in D3D11 initial state
* The serialised value changes the number of serialised buffers later, so it
must be saved exactly right and not post-multiplied with data that won't be
available during structured import.
-
13bff84c
by baldurk
at 2018-08-01T16:29:40Z
Serialise thumb separately in XML/ZIP import
* That means that if the thumb is missing we don't try and use the last buffer
as a thumb when it's not.
-
59529d4f
by baldurk
at 2018-08-01T17:09:32Z
Don't infinite loop if encountering invalid characters in hlslDefines
-
955f41a0
by baldurk
at 2018-08-01T17:41:59Z
Don't allow registered x86 layer to hide a non-registered x64 layer
-
13375dc7
by Oliver Fallows
at 2018-08-01T17:58:16Z
Use free stack for wrapped pools
-
1443422c
by baldurk
at 2018-08-01T22:55:30Z
Use libGL.so.1 instead of libGL.so for dynamic access
-
39258daf
by baldurk
at 2018-08-01T22:55:33Z
Ensure GetProcAddress is populated first
* This makes sure that we have glXGetProcAddress / eglGetProcAddress available
first so that we can then bootstrap and fetch other functions.
-
fa7fab9e
by baldurk
at 2018-08-02T00:18:01Z
Speed up application of upload heaps on D3D12 captures
* If we keep the data in CPU memory since we're going to need to CPU upload
anyway, the copy goes significantly faster.
-
e636b610
by baldurk
at 2018-08-02T10:32:43Z
Get DataType from internal format if there's no hint
* dataType would never have been eGL_NONE previously, since it's either set to
the hint or eGL_UNSIGNED_BYTE.
-
94827418
by baldurk
at 2018-08-02T10:32:43Z
Don't register live resources during capture
* Otherwise we try and delete these resources on shutdown, which we shouldn't.
-
1ab163d1
by baldurk
at 2018-08-02T17:44:30Z
Add ignore of gdi32full.dll
* We don't want to hook gdi32full.dll for the same reason as gdi32.dll - we just
catch function calls going in, not coming out at a 'system' level.
-
04dc71ce
by baldurk
at 2018-08-02T17:44:31Z
Fix compilation of depth MSAA <-> Array shaders on Vulkan
* glslang doesn't like the GL_ARB_sample_shading extension
-
a1dca66f
by baldurk
at 2018-08-03T10:16:22Z
Add sleep to RGP worker thread loop
-
7061830f
by baldurk
at 2018-08-03T10:16:22Z
Mark resources as clean immediately when they are released
-
9774c9be
by baldurk
at 2018-08-03T10:16:23Z
Use remapped set of physical devices to create device. Closes #1062
* m_ReplayPhysicalDevices contains the physical devices enumerated on replay,
which could be arbitrary and not matching etc.
* m_PhysicalDevices contains the physical devices remapped in order to produce
the closets match to the capture's PD in each slot, using the PDs available.
-
27de5beb
by baldurk
at 2018-08-03T10:16:23Z
Remove dos newline characters from comments edited in UI
-
84a90bfd
by baldurk
at 2018-08-03T10:16:24Z
Update RenderDoc API version to 1.2.0, add new function. Closes #1037
* The new function SetCaptureFileComments allows users to add comments to a
capture after creating it at any time.
* We also use anonymous union to remove the need to duplicate API structs for
backwards compatibility.
-
d79ead30
by baldurk
at 2018-08-03T13:47:15Z
Make a little more room in VTX/IDX columns in buffer viewer
-
cbbce5b0
by baldurk
at 2018-08-03T13:47:16Z
Do index buffer remapping in vulkan
* This allows vulkan to handle index buffers with huge differences between
minimum and maximum indices without over-allocating.
* It does mean we can no longer use the original index buffer as-is without
changes, but this is a fair trade-off.
-
104072de
by baldurk
at 2018-08-03T13:47:16Z
Only mark resources as dirty if they are still alive
* We can have dangling references to resources due to descriptor binding
references, so ignore any IDs that are no longer valid.
-
9f7304c7
by baldurk
at 2018-08-03T15:52:13Z
Add sleep to posix library startup to avoid race. Closes #857
* On win32 we can get the target control port instantly and immediately connect
before program startup, on posix systems we must wait until afterwards and
poll for open sockets.
* This means there's a small window of opportunity where the program may have
started running but we haven't connected yet to send any initial commands.
Adding a sleep should give target control time to connect.
-
f3670177
by baldurk
at 2018-08-03T15:52:13Z
Display <empty> as custom name if an empty string is set.
* In cases where the API doesn't consider an empty string to be ignored.
-
cbcfe85d
by baldurk
at 2018-08-03T15:52:13Z
Use natural human sort for resources in resource inspector. Refs #1034
-
03c2507a
by baldurk
at 2018-08-03T16:35:57Z
Linux compile fix
-
10029d4b
by baldurk
at 2018-08-06T10:22:00Z
Don't bypass wglDX functions used for interop
-
889904e1
by baldurk
at 2018-08-06T15:23:02Z
Make message about closing android studio even more explicit
-
7d55ecbc
by baldurk
at 2018-08-06T15:23:02Z
Add 'capture frame immediately' button
* This should be more obvious especially on e.g. android where there's no
overlay and key shortcut.
-
edc58154
by baldurk
at 2018-08-06T15:23:02Z
Move expansion saving to RDTreeView so it can be used in more places.
-
74528c4d
by baldurk
at 2018-08-06T15:23:03Z
Allow saving state internally by key as well as externally
-
9e3147d0
by baldurk
at 2018-08-06T15:23:03Z
Save treeview expansion state while browsing. Closes #678, Closes #1034
* This is supported currently in the API inspector, constant buffer previewer, and resource inspector.
* The saved expansions are only saved while the capture is open, and will be reset each time.
-
98e4a5b6
by baldurk
at 2018-08-06T15:23:04Z
Set gl_CurChunk for creating client-memory IB buffers
-
8e2a2b13
by baldurk
at 2018-08-06T15:48:04Z
Clean up handling of internal resources
* This reduces code complexity and divergence between the backends, as well as
prevents internal resources in captures from being included when 'Ref All
Resources' is enabled.
-
fbec9c13
by baldurk
at 2018-08-06T16:28:35Z
If sphinx_rtd_theme_chm_friendly directory is missing, use normal theme
-
23266779
by baldurk
at 2018-08-06T16:28:36Z
Allow grouping auto-passes with multi-draw draws
-
feee30c1
by baldurk
at 2018-08-07T11:42:50Z
Set UI value of CaptureAllCmdLists from settings
-
fee02414
by baldurk
at 2018-08-07T11:42:50Z
Don't resize to negative size if reading length fails for any reason
-
4e6c3ead
by baldurk
at 2018-08-07T11:42:51Z
Nudge users reporting bugs on old builds to update to the latest version
-
2c58f409
by baldurk
at 2018-08-07T11:42:51Z
Support typedefs in SPDB type decoding
-
d7e40606
by baldurk
at 2018-08-07T11:42:52Z
Make sure we don't open a shader viewer with an unbound shader
-
2fc67467
by baldurk
at 2018-08-09T15:56:47Z
Don't add empty API name to analytics - indicates failure to load
-
74b71f53
by baldurk
at 2018-08-09T15:56:48Z
Remove mistaken log print leftover from debugging
-
de59556c
by baldurk
at 2018-08-09T15:56:49Z
Don't allow HTML pipeline export with no capture loaded
-
3ddeea08
by baldurk
at 2018-08-09T15:56:49Z
Draw a divider in toolbuttons with menu dropdowns
-
492a9bf8
by baldurk
at 2018-08-09T15:56:50Z
Add QByteArray cast for bytebuf
-
7de19f4c
by baldurk
at 2018-08-09T15:56:50Z
List an encoding for shader debuginfo source. Add HLSL/spvas to enum
-
8249c9b2
by baldurk
at 2018-08-09T15:56:51Z
Store shader tool command-line from compile flags
* For DXBC files, we decode the D3DCOMPILE flags back into fxc parameters, and
vice-versa.
* For SPIR-V, glslang will embed command line parameters as OpModuleProcessed
strings or opcodes.
* This is stored as a "@cmdline" shader compile flag.
-
a4dfad6e
by baldurk
at 2018-08-09T15:56:51Z
Add a backend query to check shader encodings BuildTargetShader allows
* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
-
24a53751
by baldurk
at 2018-08-09T15:56:52Z
Disable shader buttons when no shader is bound
-
a81e4a2b
by baldurk
at 2018-08-09T15:56:52Z
Pass through and allow different source shader encodings when editing
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
-
3c7b420e
by baldurk
at 2018-08-09T15:56:53Z
Expand SPIR-V disassemblers to general shader processing tools
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
-
b1246c28
by baldurk
at 2018-08-09T16:26:47Z
Update docs reference to renamed SPIRVDisassembler class
-
adb02cbe
by baldurk
at 2018-08-09T16:26:47Z
Linux compile fixes
-
197a279e
by baldurk
at 2018-08-09T16:53:50Z
Add missing override specifier
-
c51e6f0e
by Alex Smith
at 2018-08-10T10:45:31Z
Update glslang to latest
-
b52a4ae5
by baldurk
at 2018-08-10T17:12:28Z
Only unwrap command lists at the level we need
* This prevents us from accidentally unwrapping at List2 level when List2 might
not be available, and we only need List.
* If we need higher list levels we can unwrap explicitly, and it's clearer that
it needs an availability check.
-
a128144d
by baldurk
at 2018-08-10T17:12:28Z
Add alias support for glUniform ARB variants
* These come from GL_ARB_shader_objects which we technically don't support, but
they're identical so it's likely fine to implement them as aliases.
-
bfe6c75b
by baldurk
at 2018-08-10T17:12:28Z
Don't replay markers in GL while timing. Refs #1068
* We also clear GL errors after replaying to ensure we don't get false positives
when checking for errors beginning the query.
-
b539eca0
by baldurk
at 2018-08-10T17:12:28Z
Don't delete QProcess early if qrenderdoc takes too long to run
-
c3191e37
by baldurk
at 2018-08-10T17:12:28Z
Add support for GLVND split libGLX/libOpenGL libraries. Closes #1069
-
12690389
by baldurk
at 2018-08-10T17:12:29Z
Fix calculation of descriptors in heap for unbounded range. Closes #1076
-
0105707f
by baldurk
at 2018-08-10T17:12:29Z
Add some missing pNext chain handlers
-
e2c6dc03
by baldurk
at 2018-08-10T17:12:29Z
Remove unused function
-
2f82f41e
by baldurk
at 2018-08-10T22:51:09Z
Fix D3D12 anisotropic comparison/min/max filter checks
-
faaaf799
by baldurk
at 2018-08-13T09:36:14Z
Fix QProcess hang problem if SIGCHLD handler runs early
-
4da8c71a
by baldurk
at 2018-08-13T17:27:25Z
Remove assert that aliased vulkan promoted functions are identical
-
eaa763d7
by baldurk
at 2018-08-13T17:27:25Z
Add support for GL_external_objects family of extensions
* This allows sharing between Vulkan and GL.
-
9b758101
by baldurk
at 2018-08-13T17:27:26Z
Add a per-capture API to target control protocol
* This means that if an application uses more than one API, the correct API is
listed for each capture.
-
2bc81b86
by baldurk
at 2018-08-13T17:27:26Z
Don't try to recreate breakpad server if it's still running
-
1ee6ea39
by baldurk
at 2018-08-14T16:43:07Z
Make sure messages with bold tag are detected as HTML
-
8b0d1d7e
by baldurk
at 2018-08-14T16:43:12Z
Don't return a time-bomb unwrapped resource from CreateReservedResource
* This resource will fail when passed to any other function, so since we don't
support tiled resources currently on D3D12 just print a stronger error and
return an error.
-
697f5a27
by baldurk
at 2018-08-14T16:43:13Z
Don't mark default VAO/FBO as internal resources. Closes #1077
* We need their initial states, so they should be tracked properly. It's not a
big problem to have them included in 'ref all resources'.
-
d6706a9c
by baldurk
at 2018-08-14T16:43:14Z
Don't allow resource previews to have negative sizes
* This isn't a real bug, it only happens temporarily during first show of a
window while the geometry is all messed up, but it causes some error spam in
the log so it's better to fix.
-
b90efe11
by baldurk
at 2018-08-14T18:42:37Z
Check for D3D12 hardware feature support even if interface is available
-
babe36bf
by baldurk
at 2018-08-15T12:40:21Z
Preserve stdout/stderr from external shader tools and display to user
-
5c58146a
by baldurk
at 2018-08-17T18:49:52Z
Try to protect against crashes if injecting into a GL program on windows
* As the large red warning says, this still won't work, but at least it
shouldn't crash.
-
4d619d9b
by baldurk
at 2018-08-17T18:49:53Z
Only query fbconfig for valid non-NULL context. Closes #1082
-
bfd57530
by baldurk
at 2018-08-20T10:57:01Z
Improve docs build script to work on Windows 10 WSL
-
a12b62f0
by baldurk
at 2018-08-20T10:57:01Z
Detect Windows 10 WSL with uname in main build script
-
35d23582
by baldurk
at 2018-08-20T10:57:02Z
Use MSYS2_ARG_CONV_EXCL to handle /parameters to windows executables
-
69cedf07
by baldurk
at 2018-08-20T10:57:02Z
Locate windows root as it is /mnt/c by default on Windows 10 WSL
-
92f593f3
by baldurk
at 2018-08-20T10:57:03Z
Use windows 10 SDK as well as 8.1 SDK to find d3dcompiler_47.dll
-
5b89abab
by baldurk
at 2018-08-20T10:57:03Z
Prefer make.sh for building docs as htmlhelp is removed from Makefile
* Also it's more flexible in locating necessary tools like sphinx-build or
python
-
3f2862bc
by baldurk
at 2018-08-20T10:57:04Z
Put MSBuild.log in build tree rather than /tmp to work on Windows 10 WSL
-
c599ab96
by baldurk
at 2018-08-20T10:57:04Z
Make android compile friendly for Windows 10 WSL
-
bd7a3c96
by baldurk
at 2018-08-20T10:57:04Z
Don't copy .lib files as we don't need them
-
adb3bb8c
by baldurk
at 2018-08-20T10:57:05Z
Ensure RENDERDOC_VERSION env var passed to WiX on Windows 10 WSL
-
ccdd7acd
by Benjamin Thaut
at 2018-08-27T14:53:54Z
Avoid rare deadlock inside SHCreateDirectoyExW.
Replace call to SHCreateDirectoyExW on the win32 platform with multiple
calls to CreateDirectoryW to avoid deadlock within CoUninitialize which
is called from SHCreateDirectoyExW. MSDN states that calling
CoInitialize during DllMain is prohibited. SHCreateDirectoyExW
internally calls CoInitialize, thus calling SHCreateDirectoyExW inside
the DllMain is prohibited as well.
-
5287a44e
by baldurk
at 2018-08-27T16:09:16Z
Handle 0 byte resource updates (possible with empty UpdateSubResource)
-
63be6d26
by baldurk
at 2018-08-27T16:09:16Z
Make mesh output buffer resizing a little more conservative
* Instead of calculating the mesh output size exponentially by continuously
doubling, we instead double up to a reasonable size (256MB) and then just
allocate only enough to cover what we need after that point. This avoids
getting into the situation where a mesh needs 1.04GB of data and we allocate a
2GB buffer - which may then fail.
-
59075240
by baldurk
at 2018-08-27T16:09:16Z
Trim trailing NULL character from returned GCN ISA string
-
8ebd0c5d
by baldurk
at 2018-08-27T16:09:16Z
Reconfigure callstack capture on GL when context is created
* The WrappedOpenGL constructor may run too early, before capture options are
properly processed. So we re-process them when and if the API is properly
initialised.
-
0352e50f
by baldurk
at 2018-08-27T16:09:16Z
Lock inside FetchOrdinalNames just in case
* It's possible for two threads to hit GetProcAddress on the same module at
once, try to late-fetch the ordinals, and clash. If we lock then only one
thread will perform the fetch, the other thread can wait and bail out once it
finds the ordinals already filled out.
-
a8f35f1b
by baldurk
at 2018-08-27T16:31:41Z
Linux compile fix
-
9721150a
by Gary Sweet
at 2018-08-28T12:24:13Z
Add missing Vulkan cache flushes and invalidates
Without these flushes and invalidates, I see missing
data on readback and bad text in the overlay.
-
52aafd63
by baldurk
at 2018-08-28T17:23:57Z
Update to RGA 2.0.1 backend, support gfx900/gfx902
* This requires an updated set of plugins for the RGA binary files.
-
f70a8604
by baldurk
at 2018-08-28T17:23:57Z
Pass {glsl_stage4} parameter when calling for disassembly as well
-
a05d6385
by baldurk
at 2018-08-28T17:23:57Z
Fix label for shader processing tools in disassembly dropdown
-
d24c53c7
by baldurk
at 2018-08-28T17:23:57Z
Handle callstack resolution if DIA isn't registered
* We can load up the msdia140.dll manually and initialise it that way even if
it's not registered properly. That does mean we need to locate the DLL on our
own though - we try in PATH and in a few default paths, and otherwise prompt
the user for it (and save the path in our config).
-
5024f80e
by baldurk
at 2018-08-28T17:23:57Z
Make code more robust if indexed draw has unbound ibuffer. Closes #1085
-
76d9ddd5
by baldurk
at 2018-08-28T17:23:57Z
Improve highlighting of unbound vertex/index buffers in pipeline state
-
02b3cdad
by isurmin
at 2018-08-29T09:58:17Z
Implement support for Intel performance counters
-
adb7df57
by isurmin
at 2018-08-29T09:58:17Z
fix issues and remarks
-
79579b85
by isurmin
at 2018-08-29T09:58:17Z
fix x86 build
-
4ab781ec
by Gary Sweet
at 2018-08-29T09:59:15Z
Add more missing Vulkan cache flushes
Missed these the first time around
-
94fcff16
by baldurk
at 2018-08-29T19:50:13Z
Force installer to always overwrite all files regardless of version/date
* The AMD plugins e.g. don't have consistent incrementing versions, and in
general we don't care too much about version numbers or creation/modified
dates. We want the installer to always install the files it should.
-
416646d0
by baldurk
at 2018-08-29T19:50:14Z
Fix example python scripts to work in the UI as well
* In the UI program we can't import renderdoc (it's already imported) so we just
alias it to rd.
-
f1d052fc
by baldurk
at 2018-08-29T19:50:14Z
Add a bit more logging around GLES context creation
-
94b4bd5f
by baldurk
at 2018-08-29T19:50:14Z
Initialise program variables to 0 in case they're not created
-
f12a1a66
by baldurk
at 2018-08-29T19:50:14Z
Don't record layout barriers for resources that have been omitted
-
909b465e
by baldurk
at 2018-08-29T19:50:14Z
Disable MSAA when creating PSO for mesh output fetch on D3D12
* This doesn't change anything as we're not rasterizing, but it keeps the D3D
runtime happy.
-
4cf423bf
by baldurk
at 2018-08-29T19:53:13Z
Revert pull request #1087. Closes #1096
-
2c0b612c
by Benson Joeris
at 2018-08-31T08:38:37Z
Fix order that InitialContents are applied for Vulkan.
This fixes a bug where the memory backing an image could be initialized
after the image itself, causing corruptions. ApplyInitialContents was
processing the resources in order of resource id. It is possible that a
VkImage and the VkDeviceMemory it is bound to both have InitialContent
(e.g. because the VkDeviceMemory also backs a buffer), and it is also
possible that the VkImage has a lower resource id than the
VkDeviceMemory. In this case, the VkImage's InitialContent is loaded,
and then the VkDeviceMemory's InitialContent is loaded. This direct
write of the backing memory causes the VkImage content to become
undefined and, at least on my AMD card, causes image corruption.
This is fixed by sorting the resource ids by type, which works because
eResDeviceMemory < eResImage. This sorting is applied only for
VulkanResourceManager.
-
01fb937e
by baldurk
at 2018-08-31T21:14:12Z
Only run manual dialog event loop on win32, it can break other platforms
-
54062271
by baldurk
at 2018-08-31T21:14:12Z
Call CreateWindowingData on the main UI thread
* This allows mac to patch-up the widget to be renderable, and has to happen on
the UI thread.
-
b0fb23ef
by baldurk
at 2018-08-31T21:14:12Z
Don't try to read uninitialised memory serialising strings during replay
-
cb23249b
by baldurk
at 2018-09-01T00:11:26Z
Fix mac compilation
-
c40c6d35
by baldurk
at 2018-09-03T13:12:19Z
Don't add in zombie collection handler on android - it explodes badly
-
5152ad03
by baldurk
at 2018-09-03T13:12:19Z
Fix GLX fetching backbuffer samplecount wrongly
-
35aa6021
by baldurk
at 2018-09-03T13:12:19Z
Add DoStringise overloads for strings, needed for asserts
-
e81ba584
by baldurk
at 2018-09-03T13:12:20Z
Don't call QFile::exists() with empty filename
-
7f8a0d35
by baldurk
at 2018-09-03T13:12:20Z
Handle not being able to load vulkan library at runtime
* We try to call vkEnumerateInstanceExtensionProperties to figure out instance
extensions we might want to add, and we can only do this at the moment by
loading the vulkan dynamic library and calling into it.
-
6df1edaa
by baldurk
at 2018-09-03T13:12:20Z
Remove unused lambda capture variable
-
878c0c9f
by baldurk
at 2018-09-03T13:12:20Z
Use immutable samplers when checking for validity
* Fortunately the sampler element in the write is ignored when doing the actual
update so it's safe to write these in before the validity check.
-
514bf809
by baldurk
at 2018-09-03T13:12:21Z
Fix apple GetTickFrequency not calculating ratio for seconds
-
bcee891a
by baldurk
at 2018-09-03T13:12:21Z
Handle app bundles on macOS by finding the actual executable to fork to
* Ideally this would be in a separate file but we don't want to duplicate a lot
of this code just for some extra handling
-
e113af8f
by baldurk
at 2018-09-03T13:12:21Z
Fix serialisation of glFramebuffer*OVR where there are no DSA variants
-
19e72b9c
by baldurk
at 2018-09-04T12:49:31Z
Promote CopyStructureCount to 'drawcall' type, the same as other copies
* Also add resource usage for the source and destination resources.
-
a4e125f9
by baldurk
at 2018-09-05T08:58:16Z
Fix thumbnails being drawn over whole resource preview
-
29d8d756
by baldurk
at 2018-09-05T08:58:16Z
Emulate ARB_program_interface_query on desktop if it's not available
-
9a5d34f7
by baldurk
at 2018-09-05T08:58:16Z
Add GL_EXT_memory_object* to whitelisted GLES extension list
-
21de7795
by Jake Turner
at 2018-09-05T08:58:16Z
Improved Apple code to get network port from spawned process
Improved the parsing code for lsof Added a retry to lsof function to account for delay between spawning process
-
9a1b8ef8
by baldurk
at 2018-09-05T08:58:17Z
Add a workaround for macOS to avoid serialising size_t
* We never should have serialised size_t in the first place so this shouldn't
have happened, but since we want to keep some semblence of best-effort
backwards compatibility, we'll keep the code and just disable it on macOS.
-
296ebc06
by baldurk
at 2018-09-05T08:58:17Z
Don't use unnecessary swizzle on vulkan text atlas
-
336d1a65
by baldurk
at 2018-09-05T08:58:17Z
Fix linking of renderdoc_libentry on mac
* We use -force_load to ensure the library is used and referenced.
-
a35c8513
by baldurk
at 2018-09-05T09:01:34Z
Implement hooking support on apple
* This assumes it will be used in concert with dyld interposing so it doesn't
actually do any hooking apart from intercepting dlopen/dlsym to substitute any
dynamic access to hooked functions. Otherwise it just fulfills the contract by
calling callbacks and populating original function pointers
-
57c118c1
by baldurk
at 2018-09-05T09:01:35Z
Use DYLD variants of LD_PRELOAD etc on macOS
-
c2a8365e
by baldurk
at 2018-09-05T09:01:35Z
Make GL text rendering macOS compatible
* We switch to core context compatible shaders rather than assuming older GLSL
versions are supported
-
7da13165
by baldurk
at 2018-09-05T09:01:35Z
Set up relative-to-executable RPATH on macOS, copy lib into bundle
-
76e2a0f4
by baldurk
at 2018-09-05T09:01:35Z
On macOS, force a repaint of CustomPaintWidget upon UpdateRequest
* For some reason the actual paint event never makes it through after converting
to metal-compatible widgets, but painting in response to UpdateRequest (which
should become a paint really) works about as well.
-
40c3a735
by baldurk
at 2018-09-05T09:58:59Z
Store enabled extensions on replay so we can check for them
-
ca462ab0
by baldurk
at 2018-09-05T09:59:00Z
If format doesn't support bits we want, return unsupported. Closes #1098
* The only formats the spec requires are for optimalTiledFeatures and already
requires all the usage bits we are going to enable ourselves. The only cases
where we can get in trouble is for formats that support a subset of those
features e.g. on linear tiled images.
* So we can safely remove the reported support for those formats and still be
compliant. The application must then work with that lack of support the same
way as it would do if the ICD itself didn't have that support.
-
65b567a9
by baldurk
at 2018-09-05T11:50:58Z
Add macOS windowing system to public API
* For now it expects a CALayer since this works around a MoltenVK bug
-
2b8062bc
by baldurk
at 2018-09-05T11:50:59Z
Add support for MoltenVK in vulkan back-end
-
00d2bf62
by baldurk
at 2018-09-05T11:50:59Z
Enable Vulkan build on mac
-
bec9c563
by baldurk
at 2018-09-05T11:50:59Z
Add basic non-complete GL hooking on apple
* We implement this with dyld interposing. This means we must decide at compile
time which functions to be hooked - in particular we require a manually
curated list of functions that are actually exposed in the latest macOS GL
version. Fortunately this is not a moving target anymore so this list should
now be complete.
* The hooking is not complete:
- It doesn't do full context tracking, just context create and make current
- There's no drawable/window querying or tracking, so windows aren't properly processed and their size is wrong
* Also note that this does not support the replay side yet (CGLPlatform is still
mostly stubs) and capturing actually still crashes.
-
d20624b3
by baldurk
at 2018-09-05T11:50:59Z
Add fallback logic for locating MoltenVK & loader on macOS
-
bea1b87f
by baldurk
at 2018-09-05T11:51:00Z
Bump xcode build on travis to 9.4
-
345208e0
by baldurk
at 2018-09-05T11:51:00Z
Avoid atomic ops on vector members
* This doesn't translate well to metalsl and is in general not very useful - we
were only doing it to avoid packing issues which in some cases are moot
anyway. E.g. the histogram buffer doesn't have to be std140 and packed like an
array of vectors, it can be std430 and packed like an array of uints.
-
291f4d73
by baldurk
at 2018-09-05T12:10:31Z
Ignore MoltenVK's huge value for maxBoundDescriptorSets
-
00c42942
by baldurk
at 2018-09-05T13:52:29Z
Specify depth component type for special depth-stencil packed formats
-
8a9a07d8
by baldurk
at 2018-09-05T13:52:53Z
Read stencil in red component on vulkan, don't use swizzles
-
b8c06436
by baldurk
at 2018-09-05T14:09:55Z
Fix misleading error - GLX is not on all platforms
-
b6e5fe7b
by baldurk
at 2018-09-05T14:35:59Z
Detect MoltenVK and disable use of MSAA arrays until it's supported
-
c05f8212
by baldurk
at 2018-09-05T15:41:08Z
Only copy previous push descriptor bindings that were valid
-
40938542
by baldurk
at 2018-09-05T16:38:00Z
Fix incorrect windowing system enum value for Android
-
a4cf3e43
by baldurk
at 2018-09-05T17:28:22Z
Fix duplicate function definitions on android
-
3b8a7ebf
by baldurk
at 2018-09-05T18:01:04Z
Completely remove layer registration code from android
-
57cf9578
by baldurk
at 2018-09-06T09:52:00Z
Use a buffer for reading back swapchain at frame capture end on vulkan
-
5145478d
by baldurk
at 2018-09-06T09:59:15Z
Remove unused config variable LastCaptureExe
* In the .NET UI this was used to pre-fill the executable selection dialog, but
it's unnecessary and hasn't been missed.
-
cca4d364
by baldurk
at 2018-09-06T11:30:03Z
Save last capture path per remote host. Closes #1094
-
0fbb7178
by baldurk
at 2018-09-06T11:32:30Z
Allow hitting enter with a selected filename to enter a directory
-
296050e2
by baldurk
at 2018-09-06T12:17:12Z
Add copy progress bar for copies over target control connections
-
8a927f84
by baldurk
at 2018-09-06T12:45:57Z
Make warning about process injection restrictions more clear
-
0a079029
by baldurk
at 2018-09-06T16:54:53Z
Store/create backbuffers on a per-context basis. Closes #1083
* This means we can have different context backbuffers with different formats.
-
553a68de
by baldurk
at 2018-09-07T13:22:47Z
Add 'No to All' button when closing a capture connection. Closes #1101
-
c091dfa6
by baldurk
at 2018-09-07T13:22:48Z
return NULL for unhandled nvapi functions, to disable them. Closes #1100
-
6bfb426a
by baldurk
at 2018-09-07T13:24:45Z
Allow specifying {stdin} to specify that input is in stdin. Closes #709
-
5a475211
by baldurk
at 2018-09-07T13:25:55Z
Don't use QFileInfo to get directory part of remote path. Refs #1094
* QFileInfo implicitly converts the path to the local OS's representation, and
we want to preserve the native path format.
-
4dea565a
by baldurk
at 2018-09-10T09:48:35Z
Only check for D3D12 replay features when actually replaying
* This means structured export can still happen even without any D3D12 support
at all.
-
c9c51b5a
by baldurk
at 2018-09-10T09:49:54Z
Don't update context parameters when MakeCurrent is called with NULL
-
834bbe69
by baldurk
at 2018-09-17T12:20:30Z
Align detected map differences to StructureByteStride on D3D11 buffers
-
d8294d8a
by baldurk
at 2018-09-17T14:58:10Z
Use linked-list & spinlock to avoid non-safe functions. Closes #1102
* Most functions - including pthreads, malloc, free, etc are not safe to use in
signal handlers. So we use a simple spin-lock and manual linked-list to manage
our list of PIDs to wait on.
-
a38f77a6
by baldurk
at 2018-09-17T15:50:47Z
Move CODE_OF_CONDUCT.md file into docs/ subfolder
* This keeps the root folder a little tidier and is still automatically located
& linked by github. See: https://help.github.com/articles/adding-a-code-of-
conduct-to-your-project/
-
871685fe
by baldurk
at 2018-09-17T16:31:05Z
Split up CONTRIBUTING.md and move it under docs/
-
684e814e
by baldurk
at 2018-09-18T11:46:23Z
Protect access to TextureViewer from custom shader editor
* This means we don't crash if the custom shader editor is kept open even when
the texture viewer is closed.
-
9bf00cb1
by baldurk
at 2018-09-18T17:01:28Z
More natural python handling for GetDefaultCaptureOptions, return struct
-
6ec402e3
by baldurk
at 2018-09-18T17:05:39Z
rename logfile -> capturefile parameter on execute, document for python
-
94496e0e
by baldurk
at 2018-09-20T11:35:37Z
Support copying structured lists to each other in python
* This requires a copy otherwise object lifetimes are wrong.
-
7a8581eb
by baldurk
at 2018-09-25T09:31:09Z
Expose function to query git commit hash version info
-
5b4978b0
by baldurk
at 2018-09-25T09:39:37Z
Copy over original specialization info when fetching mesh output
-
73ec1e1d
by baldurk
at 2018-09-25T09:39:59Z
Don't assume text output byte buffer is null terminated
-
081d2835
by baldurk
at 2018-09-25T10:01:25Z
On linux don't take address of glX/egl symbols
* The application could export a public glXSwapBuffers symbol that is its own
function pointer, and &glXSwapBuffers looking up that symbol will get it,
instead of our entry point. Follow the GL function scheme of still exporting a
small stub with the proper name, but forwarding to an internal suffixed symbol
that won't be overloaded.
-
b5d4d443
by baldurk
at 2018-09-25T10:01:33Z
Hook libGLX.so as well, just in case
-
87d5856b
by baldurk
at 2018-09-25T14:09:51Z
Update to 1.1.85 vulkan headers
-
a88c5c40
by baldurk
at 2018-09-25T14:09:53Z
Use VkBaseInStructure, official version of VkGenericStruct
-
4dccb2d0
by baldurk
at 2018-09-25T14:09:53Z
Add support for simple vulkan extensions
* VK_EXT_post_depth_coverage
* VK_EXT_queue_family_foreign
* VK_KHR_8bit_storage
* VK_KHR_get_display_properties2
* VK_KHR_vulkan_memory_model
-
a316e7ff
by baldurk
at 2018-09-25T14:09:53Z
Add missing VKAPI_ATTR declaration on vulkan layer functions
* Thanks to @Themaister for this fix
-
390096e7
by baldurk
at 2018-09-25T14:09:54Z
Add missing includes on android
* Thanks to @Themaister for this fix
-
0092e5ce
by baldurk
at 2018-09-25T14:09:54Z
Append link flags in cmake on android instead of replacing
* Thanks to @Themaister for this fix
-
5b07a484
by baldurk
at 2018-09-25T14:09:54Z
Switch android build to use NDK-provided cmake file
* The existing android cmake file doesn't work with newer NDK releases, so we
have to use the provided cmake file. It should work in NDKs as far back as
version 14.
-
fb23f6ad
by baldurk
at 2018-09-25T14:50:11Z
Add check for ANDROID_NDK, and error if not set when building android
-
1985a6e8
by baldurk
at 2018-09-25T14:50:48Z
Add minimal hook to block initialisation of AMD extensions on DX12
-
d0b65077
by baldurk
at 2018-09-25T16:24:01Z
Handle D3D12 register spaces with high values without full array size
* Technically register space values are arbitrary so the array should not be
resized to account for all space indices, in case one is very large.
-
2eb01151
by baldurk
at 2018-09-25T16:32:45Z
When mapping with VK_WHOLE_SIZE, account for any offset
-
fcb74d2f
by baldurk
at 2018-09-25T17:20:27Z
Don't try to display vertex buffer if we should be using generics
-
b3c8c66a
by baldurk
at 2018-09-25T17:24:09Z
When reading file, handle an empty or truncated header
-
cd1d87da
by baldurk
at 2018-09-25T17:39:59Z
Disable IA bytecode button when no capture is open
-
c99cce5d
by baldurk
at 2018-09-25T18:08:00Z
Detect the case where no vulkan physical devices are enumerated and bail
-
e13c292f
by baldurk
at 2018-09-26T10:12:44Z
Explicitly select c++_static STL, default Android STL is totally broken
-
9aedacdc
by baldurk
at 2018-09-26T11:53:52Z
Serialise glObjectLabel calls in the resource's own record
-
b47ca371
by baldurk
at 2018-09-26T11:54:07Z
When deleting objects for a context, don't double-increment iterator
-
3cc0159b
by baldurk
at 2018-09-26T12:03:48Z
Create client-memory fake buffers after serialising context activation
* Doing it this way around ensures that the creation of the buffers themselves
doesn't trash the state of the previous context with bind-to-edit calls.
-
4ac54ac5
by baldurk
at 2018-09-26T12:24:18Z
Add VirtualFileDialog fall back if initial directory is invalid
-
3893fc25
by baldurk
at 2018-09-26T12:26:11Z
Make sure to trim off filename for windows paths, or if there's no path
-
0bad880e
by baldurk
at 2018-09-26T12:39:26Z
Handle EINTR errno correctly
-
de4bf971
by Jeremy Lukacs
at 2018-09-27T08:33:00Z
Fix D3D12 expanded pipeline state creation
-
6f1a458c
by baldurk
at 2018-09-27T13:44:13Z
If a non-global dlopen happens, check for loaded libraries. Closes #1114
-
91169839
by baldurk
at 2018-09-27T13:44:13Z
Fix error mail script with incorrect quoting
-
90b432b6
by baldurk
at 2018-09-27T13:44:14Z
Update interceptor-lib LLVM compile instructions to match STL
-
525ea121
by baldurk
at 2018-09-27T15:31:32Z
Fix handling multi-dimensional arrays in SPIR-V disassembly & reflection
-
bcd086e4
by baldurk
at 2018-09-27T15:43:22Z
Fix calculation of array-of-structs bytesize calculation
-
f20c2d1c
by baldurk
at 2018-09-27T17:48:47Z
Fix handling of multi-dimensional arrays in GL uniforms
-
66319d72
by Jeremy Lukacs
at 2018-09-28T08:42:32Z
Fix D3D12 debug overlay pipeline creation
-
d1bdae94
by baldurk
at 2018-09-28T14:03:12Z
Add workaround for QTBUG-52697, manually do high-dpi in rich text
-
66e8c6f9
by baldurk
at 2018-09-28T14:03:12Z
Don't set invalid zoom level when no previous texture size is set
-
d61726bd
by baldurk
at 2018-09-28T14:03:12Z
Set baseArrayLayer to 0 when copying from 3D image
-
4a4fdb40
by Igor Surmin
at 2018-09-28T15:12:23Z
Implement Intel performance counters support for D3D11
-
dd01a303
by baldurk
at 2018-09-28T16:58:52Z
Don't use slice in texture cache key for 3D textures
-
8a3d85eb
by baldurk
at 2018-10-01T14:12:24Z
Use Query resource type for resources in glCreateQueries
-
b200852e
by baldurk
at 2018-10-01T14:27:57Z
Skip counter & indexed queries while doing FetchCounters
-
ab270f7e
by baldurk
at 2018-10-01T14:28:29Z
Handle replaying if context has no backbuffer FBO
-
a008a482
by baldurk
at 2018-10-01T14:30:39Z
Handle unsized DEPTH_STENCIL as a texture format
-
0ffff7d5
by baldurk
at 2018-10-01T15:38:40Z
When creating an unsized renderbuffer, convert to sized. Closes #1116
-
49b247a7
by baldurk
at 2018-10-01T17:06:23Z
Add missing init chunk registration for a number of GL functions
* This mostly benefits VAO/FBO where there are lots of function calls for
configuration of the actual object state.
-
989971f6
by baldurk
at 2018-10-01T17:12:28Z
Make sure structs exposed to python have explicit copy constructors
* This means SWIG generates a copy constructor which is very useful for making
duplicate objects in python. Without an explicit 'default copy constructor'
statement, SWIG doesn't generate one.
-
ad5cfcd2
by baldurk
at 2018-10-01T17:27:44Z
Pass through and display VAO object in GL pipeline state
-
4937a9e4
by baldurk
at 2018-10-01T17:28:11Z
Skip initial application of FBO 0 state, before context FBO is created
-
1c05c5e5
by baldurk
at 2018-10-02T15:23:40Z
Add option to renderdoccmd replay to specify a loop count
-
7f0df082
by baldurk
at 2018-10-02T17:26:26Z
On macOS work around broken compilers by disabling inheriting CC & CXX
* Normally we want to inherit CC and CXX from the parent process to ensure that
the user's choice of compiler is respected. Unfortunately macOS 10.14 starts
shipping broken compilers, so inheriting CC & CXX causes the swig compilation
to fail.
* As a workaround, we just disable this on macOS assuming the user won't ever
want to override CC & CXX because it's all locked into XCode anyway.
-
30ece375
by baldurk
at 2018-10-02T18:00:53Z
Submit wait semaphores when rendering vulkan overlay. Closes #1110
-
b99aeee6
by baldurk
at 2018-10-02T18:25:30Z
Merge OpenGL framework headers into cgl.h. Closes #1106
* The latest OpenGL.h headers from apple have deprecation warnings-as-errors.
Rather than disabling them, bring the headers into the source tree since a
future mac release might delete the headers entirely.
-
d31457b4
by baldurk
at 2018-10-03T15:41:46Z
Add CGL header to VS project
-
b87792f7
by baldurk
at 2018-10-04T11:54:51Z
Store map offset in GPUBuffer so we only flush the mapped range
-
92feb101
by baldurk
at 2018-10-04T15:07:35Z
Don't require an extra descriptor set for vulkan postvs fetch
-
8879d9a9
by baldurk
at 2018-10-04T15:07:36Z
Don't add API Calls dummy draws inside regions for only marker API calls
* On Vulkan/D3D12 we only do this for actual regions, for command buffer
boundaries we always insert the dummy draw.
-
995caa26
by baldurk
at 2018-10-04T15:07:36Z
Implement empty-marker hiding options for event browser
-
91ac88d6
by baldurk
at 2018-10-04T15:07:36Z
Add an '(Active)' suffix on active APIs to be clearer about it
-
ec165964
by baldurk
at 2018-10-04T15:07:36Z
Fix some pedantic GLSL compilation problems
-
11cba8d3
by baldurk
at 2018-10-04T15:07:37Z
Disable quad overdraw overlay on GLES
-
bbafa5cd
by baldurk
at 2018-10-04T15:07:37Z
Fix GLES display of wireframe overlay for non-indexed draws
-
cf419508
by baldurk
at 2018-10-04T15:07:37Z
Reset GLES status to false when loading a proper GL capture
* This prevents us from acting like we're on a GLES context if we had previously
loaded a GLES capture.
-
7a6580bb
by baldurk
at 2018-10-04T15:07:38Z
Fix compilation of all debug shaders on GLES
-
b7855d37
by baldurk
at 2018-10-04T15:15:05Z
Grab linux library callbacks locally before calling them. Refs #1120
* This should prevent recursive calls from re-processing the same list of
callbacks
-
d281e967
by baldurk
at 2018-10-04T15:53:39Z
Improve ability to run a replay output with no backing window
* This is useful for scripts where we want access to the contextual output
operations like overlays, pixel picking, etc.
-
920bc98f
by baldurk
at 2018-10-04T16:35:15Z
Fix D3D11 ClearBeforeDraw overlay not respecting visible range control
-
c8ffe183
by baldurk
at 2018-10-04T17:53:30Z
Linux compile fix
-
6b101335
by Adam Sawicki
at 2018-10-05T13:57:37Z
StatisticsViewer::AppendShaderStatistics: Fixed typo.
-
8004bef8
by baldurk
at 2018-10-05T17:16:59Z
Return S_OK for recognised UUIDs in ID3D12Device::GetDevice()
-
b6894185
by baldurk
at 2018-10-05T17:16:59Z
Set CachedBlobSizeInBytes to 0 on reading
-
159a67b8
by baldurk
at 2018-10-05T17:16:59Z
Implement MSAA to Array colour copies. Closes #1023
-
1f961f44
by baldurk
at 2018-10-05T17:17:00Z
Apply backbuffer view format fixup to UAVs. Closes #1104
-
046ca0ad
by baldurk
at 2018-10-05T17:17:00Z
Document RenderDoc controlling API validation while active. Closes #1121
-
1bd01424
by baldurk
at 2018-10-05T17:17:00Z
Add -- separator when running kdesudo or gksudo
-
045192bf
by baldurk
at 2018-10-05T17:17:00Z
Invoke renderdoccmd as root on linux to install vulkan layer, not Qt UI
* On linux sometimes you can't invoke a GUI application as root. To work around
this, we use renderdoccmd to register the layer if it's available, or fail if
it isn't.
-
1624a3c9
by baldurk
at 2018-10-05T18:08:54Z
Fix compilation on 32-bit
-
b39c59f6
by baldurk
at 2018-10-08T09:33:25Z
Fix copy-paste error that prevented loading version 5 D3D12 captures
-
b39fa104
by baldurk
at 2018-10-08T09:52:42Z
Use atomic flag to prevent any recursion during dlopen. Refs #1120
-
a41d1c89
by baldurk
at 2018-10-08T10:45:06Z
Unwrap resource when replaying SetResourceMinLOD
-
a6dda66c
by baldurk
at 2018-10-08T13:07:44Z
Remove compiled-in DevDriverAPI, load dll to access API
-
16b73001
by baldurk
at 2018-10-08T14:18:43Z
Explicitly free descriptor sets in PostVS fetch to help tracking
-
41d1acc4
by baldurk
at 2018-10-08T14:37:50Z
When tracking state, only track current command buffer. Closes #1123
* In particular, when tracking a secondary command buffer we don't want to
accidentally track state changes to the primary command buffer that may have
happened after the secondary was recorded and should not override its state.
-
4deb5dae
by baldurk
at 2018-10-08T16:20:38Z
Don't display progress dialog if process has already finished.
-
615b743b
by baldurk
at 2018-10-08T16:24:00Z
Make shader debugging soft-blocking, pop up progress bar while working
* This prevents the user from accidentally triggering some other process while
the debug is still on-going, if it's taking a while.
-
1dd4eb44
by baldurk
at 2018-10-08T16:45:09Z
Fetch computer shader thread/group declared inputs to input signature
* This helps match up inputs for shader debugging when high-level variables have
to match up to a particular fixed input.
-
cd1e9c2f
by baldurk
at 2018-10-08T17:47:25Z
Experimentally flush GPU after each part of MS<=>Array copy. Refs #1119
-
a4c60f9f
by baldurk
at 2018-10-08T17:48:50Z
Remove RGP source from CMakeLists.txt
-
c1321427
by baldurk
at 2018-10-08T18:30:56Z
Remove unused lambda capture variable
-
369d93b9
by tabi.katalin
at 2018-10-10T09:19:43Z
Cycle active window with button
A new button is added to the UI so that we can cycle the currently active window when there are more windows to capture. It's like pressing the F11 button but it works on Android too.
-
08633718
by baldurk
at 2018-10-11T10:09:36Z
Ensure re-usable cbuffers are large enough for all uses
* The overdraw ramp was too large!
-
54723190
by baldurk
at 2018-10-11T10:09:36Z
When opening buffer textures, auto-generate a reasonable buffer format.
-
b91d19e3
by baldurk
at 2018-10-11T10:09:36Z
Generate better buffer format strings when opening VB or IB buffer views
-
0282c9a6
by baldurk
at 2018-10-11T10:09:36Z
Fix pipeline state highlighting of disabled input attributes
* Using the row index is not accurate when some input attributes are disabled,
because they won't match up to the original index in the attributes list.
-
2260ff3a
by baldurk
at 2018-10-11T10:09:37Z
Update vulkan headers to 1.1.87
-
dbf1ca9f
by baldurk
at 2018-10-11T10:09:37Z
Allow KHR_shader_atomic_int64 and KHR_driver_properties extensions
* These are pass-through, needing no co-operation to capture and nothing needed
for replay.
-
873d6e4d
by baldurk
at 2018-10-11T10:09:37Z
Set previous/next pointers on marker drawcalls
* Even if marker drawcalls aren't themselves in the linked list, it's very
convenient to have their previous/next link to the next node on the list
itself, so that if you search and find one from the list of drawcalls you'll
still be able to iterate normally.
-
d7b4609c
by baldurk
at 2018-10-11T10:09:37Z
When formatting storage buffers in vulkan there's no root struct to skip
-
b9b194aa
by baldurk
at 2018-10-11T10:09:37Z
Fix natvis for structured data
-
ccf85076
by baldurk
at 2018-10-11T10:09:37Z
Add context flush to MSAA -> Array copy. Refs #1119
* The previous flush was in Array -> MSAA which is not used during capture.
-
a6714f4e
by baldurk
at 2018-10-11T10:14:05Z
Use correct context to flush with
-
eec6efc6
by baldurk
at 2018-10-11T11:19:06Z
Add default case to switch statement
-
9ff71eb1
by baldurk
at 2018-10-11T13:58:48Z
Readback indirect draw arguments and patch in later. Closes #1066
* This reads the argument once during load exactly when the draw itself
executes. We read just before the draw in case the draw itself would modify
the params (which is likely invalid, but something we should avoid).
-
6744802a
by baldurk
at 2018-10-11T13:58:48Z
Add StructuredSerialiser which allows serialising to SDObjects directly
-
4e9c42e2
by baldurk
at 2018-10-11T13:58:49Z
Add serialisers for indirect draw structs
-
4042dcab
by baldurk
at 2018-10-11T13:58:49Z
Use StructuredSerialiser to create fake objects for indirect calls
-
0bbf24be
by baldurk
at 2018-10-11T13:58:49Z
Add support for VK_KHR_draw_indirect_count
-
a4c12e7f
by baldurk
at 2018-10-11T13:58:49Z
Add special case when the count/maxcount for indirect draw is 0.
-
bd394bdd
by baldurk
at 2018-10-11T13:58:49Z
Allow VK_KHR_incremental_present
* Untested, but present regions shouldn't affect our operation.
-
48f4ac3e
by baldurk
at 2018-10-11T13:58:50Z
Re-fetch original function pointers if hooked DLL reloads somewhere else
-
2b7070ed
by baldurk
at 2018-10-11T18:18:02Z
Allow a few EXT & IHV vulkan extensions
* VK_EXT_astc_decode_mode
* VK_EXT_swapchain_colorspace - this will cause slight artifacts as we won't
interpret pixels in the right color space, but it's minor.
* VK_EXT_validation_cache - we don't serialise this but we do allow it during
capture and pass-through straight. We don't wrap the VkValidationCacheEXT
object at all which makes support simpler.
* VK_EXT_external_memory_dma_buf - this is just a new memory type for external
memory, we don't need to do anything special to handle it.
* VK_AMD_mixed_attachment_samples & VK_AMD_shader_core_properties - these are
no-op once enabled
* Many shader-only extensions:
- VK_AMD_gpu_shader_int16
- VK_AMD_shader_fragment_mask
- VK_AMD_image_load_store_lod
- VK_AMD_texture_gather_bias_lod
- VK_NV_compute_shader_derivatives
- VK_NV_fragment_shader_barycentric
- VK_NV_geometry_shader_passthrough
- VK_NV_sample_mask_override_coverage
- VK_NV_shader_image_footprint
- VK_NV_shader_subgroup_partitioned
- VK_NV_viewport_array2
-
d8dc4d95
by baldurk
at 2018-10-11T18:18:35Z
Add support for VK_KHR_shared_presentable_image
-
03cddbf2
by baldurk
at 2018-10-11T18:18:36Z
Add support for VK_KHR_create_renderpass2
-
9872b87e
by baldurk
at 2018-10-11T18:40:23Z
Remove extra \ that snuck into code
-
13e03b79
by baldurk
at 2018-10-11T18:45:57Z
Add typename for template parameter
-
3766c43e
by baldurk
at 2018-10-12T10:25:45Z
Fix path conversion to windows paths when preparing symbols
-
648d2611
by baldurk
at 2018-10-12T12:00:28Z
Add FREE_DESCRIPTOR_SET_BIT when creating pool that we'll free from
-
48af2253
by baldurk
at 2018-10-12T12:04:57Z
Fixes for flattened single-draw indirect draws
-
005dcc69
by baldurk
at 2018-10-12T14:27:05Z
Fix incorrect comment on VK_MVK_moltenvk extension enable
-
abd8c8e6
by baldurk
at 2018-10-12T15:30:25Z
Add EPIPE error message
-
e6d2f13a
by baldurk
at 2018-10-12T16:30:18Z
Handle TIMEDOUT the same as WOULDBLOCK when doing blocking recv/send
-
e511ae1e
by baldurk
at 2018-10-12T17:29:11Z
Add debug logging around replay proxy, and more error/integrity checking
-
9a3c316f
by baldurk
at 2018-10-12T18:37:03Z
Add keepalive packets if necessary around slow remote server calls
-
69287da9
by baldurk
at 2018-10-15T16:30:34Z
Handle inserting from rdcarray into itself
* This self-insertion has the same kind of problem as overlapping ranges in
memcpy, the act of inserting items can affect the input range by shifting
things around. For inserting a single object we just copy it, for inserting a
range we duplicate the whole array and then do the insert from the old range
(and destruct it).
* Clearly this is not the most efficient implementation, a better solution would
be to append onto the existing array (potentially not even reallocating then)
and doing a rotate/shift in place.
-
adc2675e
by baldurk
at 2018-10-16T15:25:57Z
Update vulkan headers to 1.1.88
-
b9e92d95
by baldurk
at 2018-10-16T15:25:57Z
Allow VK_GOOGLE SPIR-V semantic extensions, and VK_EXT_pci_bus_info
* Both require no work to support
-
f31c61f7
by baldurk
at 2018-10-16T15:26:22Z
Don't try to delete from non-existant TLS list
-
dafefe64
by baldurk
at 2018-10-16T15:26:22Z
Only bail on exact match of file against shell processes. Closes #1118
-
1210f1fd
by baldurk
at 2018-10-16T15:26:22Z
Add pipestate.h to swig interface dependencies
-
a9f81451
by baldurk
at 2018-10-16T15:26:23Z
Set groups to Expanding instead of MinimumExpanding
-
4dd74c92
by baldurk
at 2018-10-16T15:26:23Z
Fix display of stream-out in D3D pipeline state viewers
-
b5854f0f
by baldurk
at 2018-10-16T15:53:03Z
Implement VK_EXT_transform_feedback, and use it for mesh output
* For pipelines using tessellation or containing a geometry shader we use
transform feedback to fetch the output of the vertex pipeline after these
stages.
-
04fb615e
by baldurk
at 2018-10-16T16:29:42Z
Fix extension sorting
-
7c31f3f1
by baldurk
at 2018-10-17T10:41:28Z
Don't use glMapBufferRange to read indices, as it may not allow MAP_READ
-
bc52dd6c
by baldurk
at 2018-10-17T10:42:49Z
Set vertex buffer/attrib offsets to 0xDEADBEEF if they're pointers
* This helps reduce noise of serialising user pointers in the capture
-
d06ea5b8
by baldurk
at 2018-10-17T11:48:18Z
Implement texture remapping to RGBA16/RGBA32 for D3D11/D3D12
-
c4502323
by baldurk
at 2018-10-17T14:38:53Z
Perform image processing at 32bpp for HDR/EXR/DDS outputs. Closes #1103
* When flattening array slices or remapping to a cube cruciform, we can remap to
RGBA32 when the output format is itself greater than 8bpp, to ensure we don't
lose quality before output.
-
e0a18565
by baldurk
at 2018-10-17T14:44:17Z
Emulate ARB_dsa functions that are used where no EXT variant exists
-
9280538f
by baldurk
at 2018-10-17T14:46:26Z
Don't declare GL_ARB_compute_shader extension on GLES
-
2b5a9613
by baldurk
at 2018-10-17T14:50:32Z
Disable Array2MS compute shader entirely on GLES
-
f3ab6409
by baldurk
at 2018-10-17T14:50:52Z
On desktop GL, emulate glClearDepthf if it's not available
-
eb18d41f
by baldurk
at 2018-10-17T15:11:21Z
Detect read-only GL persistent maps & skip intercepting them. Refs #1128
-
8da2a076
by baldurk
at 2018-10-17T16:21:49Z
Remove unused debug code that can index off the end of a vector
-
f712944c
by baldurk
at 2018-10-17T16:34:38Z
Don't look up invalid instruction on final shader debug step
-
cc254a56
by baldurk
at 2018-10-17T16:56:06Z
Adjust verbosity of replay proxy log statements
-
ea9bb452
by baldurk
at 2018-10-18T10:07:31Z
Fix link to interceptor-lib README in compile instructions
-
127c61fc
by baldurk
at 2018-10-18T16:13:10Z
Handle miscompiled SPIR-V
* Someone encountered miscompiled SPIR-V such that 1.1, 2.2 etc were compiled to
1.0, 2.0. I couldn't reproduce it and I don't know how glslang would
miscompile, but this workaround is at least safe to apply.
-
21a7584c
by baldurk
at 2018-10-18T18:16:25Z
Don't import built-in renderdoc modules with prefixed underscores
* This prevents any modules loaded from doing 'import renderdoc' and having it
work as expected.
-
58de3fa8
by baldurk
at 2018-10-18T18:36:21Z
Walk stackframe to find _renderdoc_internal
* When calling functions in modules, the globals are namespaced to the module
-
ce213c8f
by baldurk
at 2018-10-18T18:38:04Z
Add some missing items into the qrenderdoc python docs index
-
26f9fc5c
by Lionel Landwerlin
at 2018-10-23T13:22:25Z
Fix GL shader insertion
A missing \n was triggering a compile error for example :
#extension GL_ARB_shader_storage_buffer_object : require#define SHADER_RESTYPE 1
#define UINT_TEX 0
-
6d951221
by Lionel Landwerlin
at 2018-10-23T13:22:25Z
Do not include Intel counters in the generic ones
At this point we don't have Intel GL counters. But the current logic
assumes there is only AMD ones (and that if it's not AMD's, it must be
the generic ones).
-
72874e21
by Brett Lawson
at 2018-10-23T13:22:41Z
Fixed renderdoc crash due to bindings which are not tightly packed
In the case where bindings are not tightly packed 1:1 with the
attributes, the bindings weren't being resolved first.
-
9548e6ec
by Brett Lawson
at 2018-10-23T13:22:41Z
Added missing tracking for patching.
This caused a crash in development builds due to the
assertion immediately afterwards failing.
-
71da6978
by Brett Lawson
at 2018-10-23T13:22:41Z
Fix ExecutionMode's crashing drivers with compute based mesh output.
The OpExecutionMode entries were being left in place, but pointing
to functions which are no longer entry points. This caused the GPU
driver to crash (probably trying to look it up).
-
830588a2
by Lionel Landwerlin
at 2018-10-23T13:22:55Z
Fix warning on setting uniform for image
When selecting "Quad Overdraw (Pass)" from the texture viewer, I get this warning :
Log - Got a Debug message from GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, ID 81, severity GL_DEBUG_SEVERITY_HIGH:
'GL_INVALID_OPERATION in glUniform1("overdrawImage"@12 is image, not uint)'
-
fa6b5c5d
by baldurk
at 2018-10-23T13:23:09Z
Magically fix travis OSX compile
* Probably there was a trailing non-zero exit code that's not actually fatal,
from homebrew commands. The echo hides that.
-
ae474fa8
by baldurk
at 2018-10-23T13:23:09Z
Skip x86 Release instead of x86 Development, improve appveyor build time
-
a91b2e22
by baldurk
at 2018-10-23T13:23:10Z
If eglGetProcAddress fails, try getting GLES symbols from GLES libraries
-
52c0a806
by baldurk
at 2018-10-23T13:23:10Z
Remove glsl.xml and hlsl.xml that are no longer used
-
9e6a5e69
by baldurk
at 2018-10-23T13:23:10Z
Keep a reference to python function object in wrapped lambda
* This will rarely be relevant, but it ensures if the function is decref'd and
the lambda is still alive, that we keep the python object alive until we are
done with it. The primary case for this is persistent callbacks where the
module is then reloaded.
-
0cd0dce7
by baldurk
at 2018-10-23T13:23:10Z
Don't overload Replay() return type with concrete ReplayManager
-
d8447946
by baldurk
at 2018-10-23T13:23:10Z
Ensure we leave enough room in submenu rects for the arrow
-
554f6dc9
by baldurk
at 2018-10-23T13:23:10Z
Add natvis file for python objects
-
07fa9a4a
by baldurk
at 2018-10-23T13:23:11Z
Add padding next to check indicators in item views for RDStyle
-
c0570d5b
by baldurk
at 2018-10-23T13:23:11Z
Remove reference to usedCount/elems in rdcpair natvis
-
2dd293d6
by baldurk
at 2018-10-23T13:23:11Z
Add the ability to load/reload global python extensions
-
dd3a3524
by baldurk
at 2018-10-23T13:23:11Z
Add registration and loading of extensions through a management window
-
789c3b93
by baldurk
at 2018-10-23T13:23:11Z
Add plugin icon
-
67fc971c
by baldurk
at 2018-10-23T13:23:12Z
Add a dummy pass-through conversion for already converted python objects
-
94dfb989
by baldurk
at 2018-10-23T13:23:12Z
Allow registering window, panel and context menu items with callbacks
-
fa99ca92
by baldurk
at 2018-10-23T13:23:12Z
Document python extensions API
-
6388bf1c
by baldurk
at 2018-10-23T13:23:12Z
Add RGP plugin DLL to installer manifest
-
8447e43e
by baldurk
at 2018-10-23T14:15:39Z
Fix panel menus
-
1720d321
by baldurk
at 2018-10-23T14:36:35Z
Set general global handle for extension registration work
* When calling the register() function there is no frame or globals, so we need
to set an internal handle external to that.
* This means functions that get wrapped know that there's a global handler for
exceptions, which just prints to the log. Otherwise they think they're running
synchronously and write to an invalid exception handling object.
-
fd6add23
by baldurk
at 2018-10-23T18:05:29Z
Add missing default: case in switch
-
e437919e
by baldurk
at 2018-10-23T18:11:22Z
Linux compile fixes
-
0a214481
by baldurk
at 2018-10-23T18:32:10Z
Rename ExtensionMetadata members to match python naming scheme
-
609b4478
by baldurk
at 2018-10-24T09:29:52Z
Check that when building for android that Java >= 1.8 is in the PATH
* This is independent of what JAVA_HOME points to, because some of the android
tools just run 'java' without checking it.
-
c0007374
by baldurk
at 2018-10-24T10:08:26Z
Don't declare CONCURRENT buffer for 1 queue family. Closes #1135
-
73ed8263
by baldurk
at 2018-10-24T10:19:25Z
Add sorting to unsupported GL hook printing so that output is stable
-
67ba5f3e
by baldurk
at 2018-10-24T11:22:54Z
Split extensions interface into separate header, add dialog box helpers
-
b42931e2
by baldurk
at 2018-10-24T14:40:41Z
If no ARRAY_BUFFER is bound in glVertexAttrib*Pointer, sanitise pointer
* This ensures we don't serialise a pointer to client memory which is non-
deterministic. The value isn't used, we will readback the actual data at draw
time and replace with client-memory buffer updates.
-
afb67f90
by baldurk
at 2018-10-24T14:57:50Z
Use library location not binary location to locate relative paths
* This means that things will work successfully even if the 'executable' is
actually e.g. python3 in a system directory and nowhere related to where the
renderdoc library is.
-
4bec1b8d
by baldurk
at 2018-10-24T17:08:12Z
Handle push descriptors correctly when copying descriptors in postvs
-
7e41b791
by baldurk
at 2018-10-24T17:42:04Z
Fix macOS build
-
e8272626
by baldurk
at 2018-10-24T18:05:10Z
Add missing mac include
-
bc274b5b
by baldurk
at 2018-10-25T09:49:56Z
Only consider stream-out active on D3D if there are buffers bound
-
122f0af3
by baldurk
at 2018-10-25T10:12:31Z
Add opt-in setting for RGP integration
-
e5784eb7
by baldurk
at 2018-10-25T12:16:58Z
Ignore useless validation message about aliasing
-
1b5ffb01
by baldurk
at 2018-10-25T12:25:09Z
Queue any indirect data fetches to happen outside of a renderpass
* Since vkCmdCopyBuffer can't run inside a renderpass we have to delay it until
the renderpass ends. Warn if there is a subpass dependency that would allow
writing the indirect args inside the RP (which we would then miss)
-
034d83c4
by baldurk
at 2018-10-25T14:29:50Z
If the real interop registration fails, return NULL
-
1e663709
by baldurk
at 2018-10-25T14:30:02Z
Use default set of glslang limits instead of 0s, which might fail
-
247bf044
by baldurk
at 2018-10-25T15:21:55Z
Use glGetFloatv to fetch GL_SAMPLE_COVERAGE_VALUE
-
814e1d1b
by baldurk
at 2018-10-25T17:45:20Z
Don't pass std::string through StringFormat
-
6d949f19
by tuxerr
at 2018-10-29T10:01:57Z
insert activecontext's window pointer in VR swapbuffer
-
ffaac908
by baldurk
at 2018-10-29T17:23:11Z
Mention that autotools is required on macOS
-
c5672689
by baldurk
at 2018-10-29T17:23:11Z
On dark themes, BrightText should be white still
-
944e37c4
by baldurk
at 2018-10-29T17:23:11Z
Adjust colouring for pipeline flow chart, improve contrast. Closes #1141
* On the light theme we use a less dark background colour improving contrast
with the text.
* On the dark theme the background is still super dark, but we dim the outline
colour which provides an indication of disabled stages
-
90ef8815
by baldurk
at 2018-10-29T17:23:12Z
Remove RENDERDOC_ANDROID_LIBRARY as a 'hooked library'. Refs #1140
* We only need to check for it in intercept_dlopen to return a consistent handle
to our own library regardless of how the library is opened, to prevent
multiple copies of the library being loaded.
-
6d1c5a65
by baldurk
at 2018-10-29T17:24:34Z
Only examine most recent 100 commits for commit message length
* There are old commits that break the rule, and some badly configured branches
pull in the entire repo history.
-
24a9ef90
by baldurk
at 2018-10-29T17:33:24Z
Disable verbose proxy prints by default, very spammy
-
cc2f596b
by baldurk
at 2018-10-29T18:29:21Z
Do a blit to readback luminance and luminance alpha images on GLES
-
0909f1b9
by baldurk
at 2018-10-29T18:32:04Z
Print 25 GL extensions to a line instead of 100
-
0d3496a9
by Michał Janiszewski
at 2018-11-01T11:05:58Z
Fix invalid error message
-
7fd5ab92
by Nicolai Hähnle
at 2018-11-01T11:06:15Z
SPIRV: Add support for BitField{Insert,SExtract,UExtract}
They should behave just like any other standard opcode.
Signed-off-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
-
9ffcd0a9
by Jimmy Lee
at 2018-11-01T11:09:05Z
Added support for GL_QCOM_texture_foveated
-
7115fdd2
by baldurk
at 2018-11-01T12:23:10Z
Add missing align to array elements in D3D12 cbuffer decomposition
-
b0a18d16
by baldurk
at 2018-11-01T12:23:10Z
Cull mode shouldn't cull depth/stencil overlays
-
60316c0f
by baldurk
at 2018-11-01T12:23:11Z
Leave depth/stencil testing enabled for quad overdraw pipeline
-
b81c50b4
by baldurk
at 2018-11-01T12:23:11Z
Fix missing stencil from image on vulkan when saving to disk
-
6e7d2689
by baldurk
at 2018-11-01T12:23:11Z
Make sure to enable blending for viewport/scissor overlay on GL
-
ad1196c2
by baldurk
at 2018-11-01T12:23:11Z
Fetch structured byte stride properly for BUFFEREX SRVs
-
8c3cc36e
by baldurk
at 2018-11-01T12:23:11Z
Fix check for undefined view format type
-
2f297157
by baldurk
at 2018-11-01T12:23:11Z
Use initial viewport for triangle size overlay
* Due to the way we render the triangle size overlay we don't respect state
changes mid-way through a pass, but we should at least correctly use the
viewport from the start of the pass.
-
f549ee12
by baldurk
at 2018-11-01T12:23:11Z
Handle stencil attachments in triangle size GL overlay
-
71f85e5f
by baldurk
at 2018-11-01T12:23:11Z
When doing quad resolve on GL, bind image as layered
-
5af54e79
by baldurk
at 2018-11-01T12:23:12Z
Fix skipping of sparse descriptor sets in vulkan postvs copy
-
c0a974d8
by baldurk
at 2018-11-01T12:23:12Z
Add internal marker regions for overlay, mesh render, and postvs fetch
-
42229ca0
by baldurk
at 2018-11-01T12:23:12Z
Don't include BeginRenderPass in quad overdraw pass events
-
3eaac9f6
by baldurk
at 2018-11-01T12:23:12Z
Explicitly choose when to submit OutsideCmdBuffer on vulkan
* This prevents problems where a drawcall callback submits the command buffer
before we're finished recording it.
-
4e48bd09
by baldurk
at 2018-11-01T12:23:12Z
Make it more explicit when only depth is bound (not depth-stencil) in GL
-
57caf013
by baldurk
at 2018-11-01T12:23:12Z
Refactor heatmap for quad overdraw/triangle size to be applied late
* Instead of baking these into the overlay texture and trying to decode them
afterwards, we instead write a grayscale 16F value into the overlay texture,
and add a special decode display mode that will use the heatmap and bucketing
provided.
* This means that saving these overlay textures now saves grayscale. When saving
to an 8-bit format, we remap to 0-255 so that greater than 1.0 values are
mapped lower.
-
8dbdb1db
by baldurk
at 2018-11-01T12:23:12Z
Fix initial contents for UPLOAD heap resources being lost
-
bfb64300
by baldurk
at 2018-11-01T12:23:13Z
Fix expansion of stream-out buffers in D3D pipeline state viewers
-
2d7bb94e
by baldurk
at 2018-11-01T12:23:13Z
Ensure D3D12 triangle size overlay is in a consistent state before pass
-
3e9cd6d7
by baldurk
at 2018-11-01T12:23:13Z
Fix ScopedCommandBuffer incorrectly ending an external command buffer
-
2673be1d
by baldurk
at 2018-11-01T12:23:13Z
Fix handling of multisampled targets with quad overdraw in D3D11
-
d6a995f4
by baldurk
at 2018-11-01T12:23:13Z
Display multisampled overlays properly for depth textures on D3D11
-
d523153f
by baldurk
at 2018-11-01T12:23:13Z
Fix reflection of UAV textures as textures
-
4281e897
by baldurk
at 2018-11-01T14:03:58Z
Fix eventID counting for count=1 indirect draws
-
8b1e8024
by Philip Rebohle
at 2018-11-01T20:04:11Z
Fix temporary memory allocation for VkImageFormatListCreateInfoKHR
-
5baa7f59
by baldurk
at 2018-11-01T21:16:16Z
Initialise descriptor to empty
-
b5447703
by tabi.katalin
at 2018-11-12T18:41:54Z
Fix fragment shader compile error
OpenGL ES does not allow swizzles on scalar expressions. It causes error when replaying OpenGL ES desktop application.
-
6e3eef5f
by Nicholas Miell
at 2018-11-12T19:26:21Z
Fix some std::vector assertion failures
gcc's debug std::vector will assert if you use vector[0] when
vector.size() == 0.
-
ad4bc891
by baldurk
at 2018-11-12T19:26:35Z
Always display all 4 components of output from shader in pixel history
* This means the alpha that was output (and maybe used for blending) is
displayed even when the target texture doesn't have an alpha component.
-
b7ddd9d2
by baldurk
at 2018-11-12T19:26:35Z
Fix false-positive uninitialised warning on VS2017
-
4b82db76
by baldurk
at 2018-11-12T19:26:35Z
Search for python 3.7 as well
-
54f41040
by baldurk
at 2018-11-12T19:26:36Z
Don't look up live ResourceId as if it were original
-
fd249cf8
by baldurk
at 2018-11-12T19:26:36Z
Don't delete and recreate QCompleter when changing list of items
-
2b8be077
by baldurk
at 2018-11-12T19:26:36Z
Don't fetch GL_DRAW_BUFFERn for values above GL_MAX_DRAW_BUFFERS
-
f331ce81
by baldurk
at 2018-11-12T19:26:36Z
Change appveyor build matrix, add VS2017 x64 Development build
-
09fbe3d3
by baldurk
at 2018-11-12T19:26:36Z
Add an error if we fail to find the PID for a launched android package
-
29898d73
by baldurk
at 2018-11-12T19:26:36Z
Use vec.data() instead of &vec[0] when possibly empty. Closes #1169
-
29678513
by baldurk
at 2018-11-12T19:57:54Z
Fix typo
-
f2e68f1d
by akharlamov
at 2018-11-13T10:49:42Z
Fix crashes when $HOME is not set
In case HOME environment variable hasn't been set, getenv returns
NULL, which leads to a crash.
-
691c1159
by akharlamov
at 2018-11-13T10:49:50Z
Prevent a crash when receiving a corrupt rdc file
It is possible to read a large value into compSize, and consequently read
a large number of bytes into m_CompressBuffer, which can only hold 64k,
which would lead to a crash.
-
6c39b58d
by tabi.katalin
at 2018-11-13T11:38:44Z
Handle failed APK installation and patching
If "adb install" command is used with "-g" flag, we may get java.lang.SecurityException on some devices because granting runtime permissions at installation time is only allowed for system apps (however we can enable it in the device's Developer options menu).
Also, pulling APK from /data/app/ may be restricted. We can workaround by copying the APK to a directory which we can access then try to pull the APK from there.
-
588642c4
by baldurk
at 2018-11-13T12:49:51Z
Add check for android activity being valid
-
6ee79620
by baldurk
at 2018-11-13T12:49:51Z
Push and pop UBO binding separate from indexed UBO bindings
-
aed809e2
by baldurk
at 2018-11-13T12:49:52Z
Synchronise when doing glMap(UNSYNC) after buffer orphan. Closes #1164
-
785e9a98
by baldurk
at 2018-11-13T15:45:51Z
Handle unsigned and signed variants for vertex builtins. Refs #1166
-
e1d0275b
by baldurk
at 2018-11-13T18:30:43Z
Fix D3D11.5 fence creation
* Casting directly to void * from the wrong type will cause vtable mismatches
-
ad7e0187
by akharlamov
at 2018-11-14T18:32:07Z
Fix thumbnail resampling code to eliminate rounding errors
When resampling thumbnail image during extraction, the math logic
resulted in various rounding errors causing wrong rows/columns of
pixels to be sampled.
Replaced floating point math with integer arithmetic to remove the
rounding errors and produce exact copy of stored thumbnail when no
resampling is needed.
Change-Id: Ic80987f646c5695b4a6755bd8e7110a1a4f675b4
-
a1a0b1a7
by akharlamov
at 2018-11-14T18:32:07Z
Add ability to save .rdc file thumbnail in formats other than JPEG
By default RenderDoc saves captured frame thumbnail image as JPEG which
is lossy compression and makes it difficult to use as a reference image
for testing. Added an option to save thumbnails in different formats.
In order not to change the binary serialization format of .rdc files, if
the thumbnail format is not JPEG, a default JPEG thumbnail is still
saved in the file header as before, while the actual thumbnail is saved
as an additional chunk in the binary sections list. Older versions of
RenderDoc will just ignore this section and still use the legacy JPEG
thumbnail.
Change-Id: Icbf4fbd629719b49868fb785a656f6c7c9946ef9
-
6182c005
by akharlamov
at 2018-11-14T18:32:07Z
Apply thumbnail resampling fix to d3d11.
See CL fb4ec5c7e32905b4bc1c7a66a1074e1e8f8e59c8
for full description.
-
ee2cac1a
by akharlamov
at 2018-11-14T18:32:07Z
Apply thumbnail resampling fix to opengl.
See CL fb4ec5c7e32905b4bc1c7a66a1074e1e8f8e59c8
for full description.
-
5c5ab3de
by akharlamov
at 2018-11-14T18:32:07Z
Apply thumbnail resampling fix to dx12.
See CL fb4ec5c7e32905b4bc1c7a66a1074e1e8f8e59c8
for full description.
-
b4f7d745
by baldurk
at 2018-11-14T18:32:34Z
Enable GL hooks via EGL on windows, as well as via WGL
* Without this, injecting into a GLES application on windows might not work as
the hooks won't be enabled when a context create is seen.
-
cd6772d8
by baldurk
at 2018-11-14T18:32:34Z
Detect mesa driver and skip initialising IHV GL counters. Closes #1161
-
74ce0d92
by baldurk
at 2018-11-14T18:32:34Z
Pad 0 with a preceeding space for signed integer display in buffers
* This means that it lines up with -1 the same as positive numbers do
-
cc637cb0
by baldurk
at 2018-11-14T18:32:34Z
Fix fetching vulkan vertex buffers when bindings are sparse
-
a7be02bd
by baldurk
at 2018-11-14T18:32:35Z
Add empty nodes to VBNodes tracking, to keep indices == vb slots
* This fixes VB highlighting when the bindings are sparse
-
953652b3
by baldurk
at 2018-11-14T18:32:35Z
Replace . with _ when creating buffer viewer format from input attrs
-
ed388f6d
by baldurk
at 2018-11-14T18:32:35Z
Launch 64-bit remote server on android where possible
-
024a7370
by baldurk
at 2018-11-14T18:32:35Z
Use CheckAndroidServerVersion to verify apk install. Refs #1132
-
e330bc20
by baldurk
at 2018-11-15T12:31:00Z
Only reupload all cubemap faces for the first glTexImage2D call
* We need a workaround for cubemaps where our redundant-glTexImage2D call has
dropped a glTexImage2D on level 0 of another cubemap face that should be
'initialising' it. What we do is just upload all faces. Initial contents will
then replace the contents.
* However, this assumes there will be initial contents to replace. If we only
have a set of cubemap uploads because the cubemap was uploaded within the
captured frame, we can't do this replicate each time or the last face uploaded
will be splatted across all. Instead we check to see if this is the first
glTexImage2D call on a level, and only replicate in that case.
-
2d4409c1
by baldurk
at 2018-11-15T16:34:38Z
Keep screen on while renderdoc app is in foreground. Closes #1178
-
6ba66f0f
by baldurk
at 2018-11-15T17:12:00Z
Update DX headers to 10.0.17763.0
-
c56cc192
by baldurk
at 2018-11-15T17:18:45Z
Implement DXGI 1.6 & 1.7. Closes #1174
-
01cfadd5
by baldurk
at 2018-11-15T17:20:02Z
Update D3D12 debug interfaces to match latest headers
-
42c1ae07
by baldurk
at 2018-11-15T17:20:21Z
Block requests for ID3D12Device or ID3D11VideoDevice* on ID3D11Device
-
2994f2f0
by baldurk
at 2018-11-16T14:06:44Z
Fix incorrect change returning false unconditionally for argc==0
-
2d6b0043
by baldurk
at 2018-11-16T14:06:53Z
Set caret colour to foreground colour in scintilla
-
0253dbcc
by baldurk
at 2018-11-16T15:13:36Z
During capture report worst-case mem requirements for external images
* On some implementations, external images have lower memory requirements than
an identical non-external image. To account for the replay being non-external
we create both and pick the worst when reporting memory requirements to the
app, so that it allocates enough for us on replay.
-
3f4f9902
by baldurk
at 2018-11-16T15:59:44Z
Remove error that will commonly falsely fire & replace with explicit log
-
e4ab1448
by baldurk
at 2018-11-19T11:47:38Z
Fix vkCmdPushDescriptorSetWithTemplateKHR - ref template & unwrap writes
-
3f43ae73
by baldurk
at 2018-11-19T11:48:20Z
Set pipeline bind point for descriptor update templates
* This is needed to know which type of descriptor sets is being mutated for push
descriptors
-
94ed33ac
by baldurk
at 2018-11-19T11:48:30Z
Add missing stringise case for MemoryScope
-
e88169cb
by baldurk
at 2018-11-19T12:07:42Z
Patch some missing pieces after removing draws from a DrawIndirect
-
b7a27619
by baldurk
at 2018-11-20T10:42:59Z
Track compute and graphics push descriptors separately. Closes #1182
-
3ff8c0cd
by baldurk
at 2018-11-20T10:42:59Z
Clear indirect copies list after it's been processed at the end of an RP
-
dc002a4c
by baldurk
at 2018-11-20T16:28:41Z
Update vulkan headers to 1.1.93
-
c92a533e
by baldurk
at 2018-11-20T16:28:41Z
VkValidationCacheEXT is supported, just not wrapped
-
0eb91544
by baldurk
at 2018-11-20T16:28:41Z
Handle all sType structures in serialisation, and next chain handling
* In many cases these structs are redundant and currently aren't ever serialised
directly or valid to be included in next chains. However it's better to take
the hit now and implement this universally in case new structs are needed in
future. It's easier to keep up with when new structs are added, and it means
we have the compiler checking we've handled all structs and don't forget one.
* There are some specific exceptions for structs that really need special
handling and are just treated as if they're unsupported, on the assumption
that any special handling will be implemented elsewhere.
-
648eeaa4
by baldurk
at 2018-11-20T16:34:47Z
Handle chained physdev feature structs in vkCreateDevice. Closes #1157
-
0910de41
by baldurk
at 2018-11-20T16:48:59Z
Use VkPhysicalDeviceFeatures2 on replay for patching enabled features
-
60855bf8
by baldurk
at 2018-11-20T17:10:00Z
VkPhysicalDeviceShaderImageFootprintFeaturesNV was missed as supported
-
f415b931
by baldurk
at 2018-11-20T17:12:58Z
Check extension physical device features for availability
-
62fc5e5b
by baldurk
at 2018-11-20T17:21:22Z
Workaround GCC warning about aliasing
-
a2c1ef8f
by tuxerr
at 2018-11-21T11:58:29Z
add support for VR end of frame markers in vulkan
-
13538a4b
by baldurk
at 2018-11-22T12:16:34Z
Don't show update dialog if update request failed
-
09d63180
by baldurk
at 2018-11-22T13:00:18Z
Add API option for applications that need access to vendor extensions
* This happens at the application's risk since there's no way to know what
effect the vendor extension will have or even if it will work together with
renderdoc's hooking.
-
c3c9f82b
by baldurk
at 2018-11-22T14:05:26Z
Require explicit opt-in to enable RGP integration (default is not "0")
-
a83dc462
by baldurk
at 2018-11-22T14:06:19Z
Ensure optional interfaces are correctly initialised to NULL
-
b610cb8d
by baldurk
at 2018-11-22T16:55:23Z
Mute annoying and false-positive PIX event messages
-
790ee7d5
by baldurk
at 2018-11-22T16:55:35Z
Update D3D12 message ID that's now available
-
7ffdc205
by baldurk
at 2018-11-22T17:43:23Z
When rendering depth overlay on Vulkan, set attachment layout correctly
-
82c5e629
by baldurk
at 2018-11-22T17:43:45Z
Don't start overlay marker before commandbuffer has begun
-
3fa7e0e3
by baldurk
at 2018-11-22T19:39:49Z
Release pixel picking texture
-
ffd24c04
by baldurk
at 2018-11-22T19:40:06Z
Fix memory leak with D3D11 device not being released by intel counters
-
667d4038
by baldurk
at 2018-11-22T19:40:36Z
If window is zero-sized, still bind & clear to black
-
f75b5e23
by baldurk
at 2018-11-23T11:25:39Z
Change verify map writes capture option to verify buffer access.
* This option will now toggle on the behaviour to fill undefined buffer contents
with a marker value, both if they're created without data (it will be zero
filled instead) or mapped with discard (it will keep the old contents
instead).
* There were too many hard to find problems or misconceptions about the buffer
filling for it to be useful. Now it will be opt-in instead.
-
ef34c13e
by baldurk
at 2018-11-23T13:34:27Z
Add scripts to build SPIR-V plugins
* These are the shader tools we ship with official builds. Most people don't
need these scripts, but here they are just in case (and so I don't lose them).
-
c4d87ef0
by baldurk
at 2018-11-23T13:43:57Z
Include spirv-as and glslang in SPIR-V plugins
-
8ed96706
by baldurk
at 2018-11-26T16:39:00Z
Add way to query for driver version info without replaying.
* This lets us print what driver is available without opening a capture, useful
for autotest logging.
* We also print the driver version & vendor on capture as well as replay for all
APIs. Previously we were only printing this reliably on replay for GL/Vulkan
but it's useful everywhere for post-mortem debugging.
-
26511c54
by baldurk
at 2018-11-26T16:39:00Z
Make RENDERDOC_NeedVulkanLayerRegistration feasible to call from python
-
8209b2be
by baldurk
at 2018-11-26T16:39:00Z
vulkan json on windows is located adjacent to renderdoc.dll, not exe
* This means the json is still located if we're not running this code from
qrenderdoc.exe or renderdoccmd.exe
-
d9eb98ee
by baldurk
at 2018-11-26T18:12:11Z
Remove SPIRV-Tools timers hack, cmake option is now upstream
-
821e300f
by baldurk
at 2018-11-26T18:12:27Z
Strip binaries inside docker instance, outside they are owned by root
-
edae1969
by baldurk
at 2018-11-26T18:12:49Z
Allow through ID3D11VideoDevice* if nvapi is allowed by the application
* These interfaces are needed by nvencode
-
27c49d52
by baldurk
at 2018-11-26T18:53:00Z
Tweak code that was confusing gcc
-
ae895cd2
by baldurk
at 2018-11-26T23:43:18Z
Make sure primitive topology is set when doing CopyTex2DMSToArray
-
4392171f
by baldurk
at 2018-11-27T11:28:50Z
Skip building android on windows if existing apk is found
* This allows sharing the android build from linux where the result should be
equivalent (if not identical) and runs a fair bit quicker.
-
400dc807
by baldurk
at 2018-11-27T12:00:04Z
Fix missing Win64 tag on RGP plugin in 64-bit installer
-
8a6f32e3
by baldurk
at 2018-11-27T17:33:40Z
Work around broken instance being passed to GetInstanceProcAddr
-
fb71ea1a
by baldurk
at 2018-11-27T22:39:25Z
Accept aapt without an extension depending on SDK setup
-
fa1c701c
by baldurk
at 2018-11-28T00:22:57Z
Fix DXGI driver version identification
-
b89a8295
by baldurk
at 2018-11-28T10:43:30Z
Ignore errors from non-existent files when trying to find aapt
-
b1470415
by baldurk
at 2018-11-28T11:21:19Z
Remove error emailing, just print all errors to console and exit
-
fca4995d
by baldurk
at 2018-11-28T14:41:13Z
Add cygpath and wslpath support, wrap in bash function
-
cc4a48b6
by baldurk
at 2018-11-28T14:43:44Z
Expand renderdoc API example code in docs slightly
* Show the most common use, StartFrameCapture / EndFrameCapture
-
57f4e4bf
by baldurk
at 2018-11-28T15:23:29Z
Fix VERBOSE_DEBUG_HOOK to compile properly when enabled
-
7f533b6b
by baldurk
at 2018-11-28T20:37:49Z
Refresh window parameters on SwapBuffers as well as MakeCurrent
* There's no guarantee that MakeCurrent will always be called after a resize,
the same context could be activated then left active.
-
8f51493b
by baldurk
at 2018-11-28T20:37:49Z
If no enabled features struct was passed, we need to insert our own
-
3e3a9570
by baldurk
at 2018-11-28T20:37:49Z
Fetch implicit barriers for CmdEndRenderPass before resetting state
-
6aec91ee
by baldurk
at 2018-11-28T20:37:49Z
Account for implicit renderpass barriers when partially replaying
-
31deed61
by baldurk
at 2018-11-28T20:37:49Z
Add missing vkCmdEndRenderPass in triangle size overlay
-
262a8fab
by baldurk
at 2018-11-28T21:39:19Z
Don't call GetGPUVirtualAddress for non-buffer resources
-
884c6bd7
by baldurk
at 2018-11-28T21:40:09Z
Ensure we set a properly typed depth format for MSAA <-> 2D Array copies
-
0c47dc43
by baldurk
at 2018-11-29T00:35:46Z
Update swig to renderdoc-modified-6 tag
-
7a3d8410
by baldurk
at 2018-11-29T11:01:53Z
Fix generation of pdbstr on WSL
* When C: isn't /c/ the simple sed approach doesn't work, use native_path.
-
a9151a8c
by baldurk
at 2018-11-29T14:47:20Z
Add testing framework useful for automated testing
* Built entirely independently of the main renderdoc build (for now).
* Contains python scripts & framework for running tests on a renderdoc build,
which will be run nightly.
-
7fb16bf7
by baldurk
at 2018-11-29T18:05:48Z
Android seems to have broken descriptor set copies, disable
* We take the push descriptor path which replaces it with writes, which works
for any descriptor set as we know the current contents.
-
a9fa2580
by baldurk
at 2018-11-30T11:06:26Z
Fix build links in README.md to be always to the latest version
-
dc584a65
by baldurk
at 2018-11-30T11:06:43Z
Update API versions listed as supported in FAQ
-
6aa79f54
by baldurk
at 2018-11-30T15:21:16Z
Add Nintendo Switch as supported platform to documentation
* Nintendo Switch support is distributed separately for authorized developers as
part of the NintendoSDK. For more information, consult the Nintendo Developer
Portal.
-
a0f9b8a6
by baldurk
at 2018-11-30T15:21:16Z
Don't check if texture is our overlay to decode heatmap
* This will fail when proxying for remote replay as we have no locally-rendered
overlay. Instead ensure the overlay in the config will only be set to quad
overdraw/triangle size when rendering the actual overlay texture.
-
3c43b219
by baldurk
at 2018-11-30T15:40:13Z
Update docs for new verify buffer access option
-
a1895d87
by baldurk
at 2018-11-30T15:41:12Z
MSAA initial states are supported on D3D12
-
91a7d45f
by baldurk
at 2018-11-30T15:48:42Z
Document new python version info functions
-
0b52f0e2
by baldurk
at 2018-11-30T15:55:39Z
Update docstring on RENDERDOC_GetDriverInformation
-
8b1251a8
by baldurk
at 2018-11-30T16:04:01Z
Add a note to the RGP howto page to enable RGP integration
-
b5a3d121
by baldurk
at 2018-11-30T16:20:25Z
Add hlsl_stage2 substitution to shader processing tool
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bbe2f36b
by baldurk
at 2018-11-30T16:20:36Z
Add a window title to popup for configuring shader processing tool
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fac080ab
by baldurk
at 2018-11-30T16:25:24Z
Add documentation for expanded shader processing tools functionality.
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204724be
by baldurk
at 2018-11-30T16:42:49Z
Add documentation for python extensions
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53bba746
by Jordan Justen
at 2018-12-02T10:04:01Z
d/changelog: Start 1.2 changelog
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
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dbf51231
by Jordan Justen
at 2018-12-02T10:13:56Z
Merge tag 'v1.2'
v1.2
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08b60f6f
by Jordan Justen
at 2018-12-02T10:16:20Z
d/patches: Rebase for 1.2
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
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c2536318
by Jordan Justen
at 2018-12-03T07:15:49Z
d/watch: renderdoc-modified-6 (swig fork) was released
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
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46bfa1b2
by Jordan Justen
at 2018-12-03T07:18:02Z
d/control: Standards-Version: 4.2.0 => 4.2.1
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
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491d3735
by Jordan Justen
at 2018-12-05T09:34:59Z
d/changelog: Release 1.2+dfsg-1
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>