Commit Graph

11532 Commits

Author SHA1 Message Date
baldurk 0049ed2e84 Compile fix for linux 2020-10-15 12:11:03 +01:00
baldurk f6c2d64b39 Fix pointer alias change detection in SPIR-V debugging 2020-10-15 11:59:28 +01:00
baldurk da5ce0e74c Escape and truncate any multiline strings in SPIR-V disassembly 2020-10-15 11:59:28 +01:00
baldurk cb2d19717f Allow debugging when SPV_KHR_non_semantic_info is used in shader 2020-10-15 11:59:28 +01:00
baldurk aba72e1edd Print symbol resolution progress in GL_Callstacks test to avoid timeout 2020-10-15 11:59:28 +01:00
Eugen Brusilovskyy 5d38292c67 FIX: wrong array layer index passed to cube image array in debugger 2020-10-15 11:30:01 +01:00
baldurk 17a13654f2 Add better type hinting for extended dynamic state functions 2020-10-13 21:31:16 +01:00
baldurk a58bafc171 Remove unused legacy code 2020-10-13 21:31:16 +01:00
baldurk 4f06dedae7 Add query for whether extended instruction set exists 2020-10-13 21:31:16 +01:00
baldurk 78762cbd1b Pre-populated dynamic state at the start of partial command buffers 2020-10-13 21:31:16 +01:00
baldurk 72deab206a Don't modify renderstate inside InitPostVSBuffers 2020-10-13 21:31:16 +01:00
baldurk 03ae60e40a Fix GL_Multithread_Rendering test on linux 2020-10-13 21:31:16 +01:00
baldurk 8af614fa71 Protect against invalid queries in GL/Vulkan 2020-10-13 21:31:16 +01:00
baldurk bf4d68fb03 Account for D3D11 UAV start slot when displaying bindings 2020-10-13 21:31:16 +01:00
Jannik 7bcdf9b335 Fix copy of loop variable in SPIRV by using reference 2020-10-12 11:44:51 +01:00
baldurk 89af50a76c Force depth writes when fetching shader output in pixel history
* If depth is disabled this will do nothing, but if depth is enabled this
  ensures we actually get the depth value from the fragment.
2020-10-06 18:59:25 +01:00
baldurk 45f3f5ef76 Don't overwrite a known failed depth test with a suspected pass
* We only use the manual depth test to detect failures mid-modification
2020-10-06 18:40:53 +01:00
baldurk 99811dd604 Ensure draw index is correct when replaying draws 2020-10-06 18:39:48 +01:00
baldurk 90437b3a65 Fix return of only dynamically used resources
* If the range wasn't contiguous, some resources would be skipped
2020-10-06 17:16:49 +01:00
baldurk 1cbd062aa7 Protect against captures that try to allocate memory from invalid types 2020-10-06 16:11:22 +01:00
baldurk 96ab4c25d6 Allow arrays to have a larger varOffset than 16 bytes in assert 2020-10-06 10:28:27 +01:00
baldurk 6e9565eb84 Always bounds check number of descriptors even if range isn't unbounded 2020-10-06 10:25:37 +01:00
baldurk 99171cc794 Fix vulkan GetInstanceProcAddr to return NULL when instance is NULL
* Few functions should actually be queriable without an instance.
2020-10-05 17:46:14 +01:00
Rémi Palandri 164bd49d83 update vulkan/volk to 1.2.155 2020-10-05 17:08:02 +01:00
baldurk 4174624071 Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo 2020-10-02 17:47:31 +01:00
baldurk 9e17b91a94 Test different variations of DXGI swapchains on D3D11 and D3D12 2020-10-02 17:41:58 +01:00
baldurk 4518fda3ed Test entry points that could be applied to wrong resource types 2020-10-02 16:43:11 +01:00
baldurk 1b35c93999 Optimise texture zoo tests with fast path
* Pixel picking is a bottleneck, so do a render to a headless output and read
  that back as a way of quickly checking that all of the subresource is OK at
  once.
2020-10-02 16:26:51 +01:00
baldurk c66dfec7f1 Force a remap if texture type changed even if format didn't 2020-10-02 15:19:45 +01:00
baldurk 501eeff658 Fix wrong FBO attachment being specified for readback 2020-10-02 15:19:45 +01:00
baldurk cc9aec2135 Fix display of UINT casted textures on D3D12 2020-10-02 14:19:06 +01:00
baldurk e1d025e4ef Don't fetch buffer data if it's not yet initialised 2020-10-02 12:53:38 +01:00
baldurk eeb0469057 Fix GL/DX interop for buffers 2020-10-02 10:45:57 +01:00
baldurk 8f6359059b Make more config flags non-debug.
* Only performance-sensitive flags should be debug only. Otherwise there's no
  strong reason to limit these to non-official builds.
2020-10-01 17:48:35 +01:00
baldurk d863885373 Disable KHR_buffer_device_address on AMD windows for now
* It seems to be broken at the moment unfortunately, at least for our internal
  use cases (shader debugging and bindless feedback)
2020-10-01 17:48:35 +01:00
baldurk 98c171918a Fix copy-paste error reading from wrong properties in RTV/DSV desc 2020-10-01 17:00:38 +01:00
baldurk 58f4dc6f02 Fix crash if duplicate root signature pointer is returned
* If we make internal replay root signatures live resources they could clash
  with a replayed resource and end up with two entries in the live resource
  list, which will double delete on shutdown.
2020-10-01 16:59:25 +01:00
baldurk 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 2020-10-01 15:56:52 +01:00
baldurk 7541b49c95 Fix readback window being always allocated. Closes #2060
* This should only be allocated when the config flag isn't disabled and when
  it's needed, but we were always allocating it during capture.
* We also only allocate as much as is needed, since it seems on AMD linux the
  CPU memory can actually be quite arbitrarily constrained.
2020-10-01 15:33:15 +01:00
baldurk 12260fe884 Apply UNDEFINED discard pattern for initial RP layout. Closes #2058 2020-10-01 13:23:19 +01:00
baldurk 8e77703cd1 When fetching API validation messages in GL, only fetch 'live' messages
* Any messages we add ourselves will already have an event ID so we keep them
  separately.
2020-10-01 11:55:48 +01:00
baldurk 631a73fa76 Don't assert on replay thread for CancelReplayLoop
* This is the one function that CAN be called from another thread by definition
  since the replay thread is blocked running the replay loop.
2020-10-01 11:55:19 +01:00
baldurk f975ef3cb0 Add protection against the use of 0-sized buffers in GL 2020-10-01 11:54:56 +01:00
baldurk 5ae5cb8bcf Don't remove resource records for stale resources on GL
* If we destroy a resource e.g. FBO 4 in a captured frame, its record will stay
  alive until the end. When we delete that record we don't want to remove the
  record that is now recorded for FBO 4 since that might be a new resource that
  has been created. If the ID doesn't match then the original resource
  destruction has already been processed and the record is now orphaned, so
  nothing has to happen.
2020-10-01 10:41:53 +01:00
baldurk 3c180d900c Make buffer initial state padding more generous on GL 2020-09-28 23:03:38 +01:00
baldurk 7246800636 Ensure pixel shader debugging has access to root signature 2020-09-28 23:03:28 +01:00
baldurk 2ea17af719 Fix unwrap of inline uniform block descriptor writes
* We don't unwrap any of the data but we must still unwrap the descriptor set.
2020-09-25 10:51:12 +01:00
baldurk 8b2a521a91 Fix crash when no scissor regions are bound at D3D12 draw 2020-09-24 22:29:12 +01:00
baldurk 2d7a717e2d Fix shader function being called on non-shaders corrupting memory 2020-09-24 22:28:58 +01:00
baldurk 3c39f17d22 Reserve enough space for DXIL constants up front to prevent resizes 2020-09-23 11:37:43 +01:00