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https://github.com/baldurk/renderdoc.git
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Add config option for vulkan GPU VA
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@@ -39,6 +39,9 @@ RDOC_CONFIG(
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"This behaviour can be disabled with this flag, which lets it through both during capture and "
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"on replay.");
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RDOC_CONFIG(bool, Vulkan_Debug_EnableGPUVA, false,
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"Enable GPU Validation when enabling Vulkan validation.");
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// intercept and overwrite the application info if present. We must use the same appinfo on
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// capture and replay, and the safer default is not to replay as if we were the original app but
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// with a slightly different workload. So instead we trample what the app reported and put in our
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@@ -387,9 +390,8 @@ RDResult WrappedVulkan::Initialise(VkInitParams ¶ms, uint64_t sectionVersion
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featuresEXT.disabledValidationFeatureCount = ARRAY_COUNT(disableFeatures);
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featuresEXT.pDisabledValidationFeatures = disableFeatures;
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// enable this to get GPU-based validation, where available, whenever we enable API validation
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#if 0
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if(m_ReplayOptions.apiValidation)
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// enable this to get GPU-based validation, where available, whenever we enable API validation
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if(m_ReplayOptions.apiValidation && Vulkan_Debug_EnableGPUVA())
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{
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VkValidationFeatureEnableEXT enableFeatures[] = {
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VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,
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@@ -397,7 +399,6 @@ RDResult WrappedVulkan::Initialise(VkInitParams ¶ms, uint64_t sectionVersion
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featuresEXT.enabledValidationFeatureCount = ARRAY_COUNT(enableFeatures);
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featuresEXT.pEnabledValidationFeatures = enableFeatures;
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}
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#endif
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VkValidationFlagsEXT flagsEXT = {VK_STRUCTURE_TYPE_VALIDATION_FLAGS_EXT};
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VkValidationCheckEXT disableChecks[] = {VK_VALIDATION_CHECK_SHADERS_EXT};
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