baldurk
01873eddcc
Remap SNORM/SRGB textures to RGBA16F
...
* Since we restrict output formats on remap to basic float/uint/sint, for 1-byte
formats this ends up mapping to UNORM. Instead promote straight to RGBA16F to
ensure we have the precision
2020-05-17 00:59:11 +01:00
baldurk
e8237ebd10
Fix view casting 8-bit formats to "float" on GL
2020-05-16 12:36:49 +01:00
baldurk
77e0141022
Fix remote server not shutting down properly
2020-05-16 12:25:34 +01:00
baldurk
284dbe7d79
Fix crash if CustomPaintWidget is destroyed with paint mid-flight
2020-05-16 12:17:55 +01:00
baldurk
2669c1e8bb
Remap BC4/BC5 to RGBA16_FLOAT and BC7 to RGBA8_UNORM
2020-05-16 11:33:53 +01:00
baldurk
32c1184544
Fix sample clamping on D3D11
2020-05-16 11:26:48 +01:00
baldurk
4db10c1ab8
Use RDMenu to add keyboard shortcuts for selecting replay contexts
2020-05-16 11:14:24 +01:00
baldurk
8a5fdda6b1
Add extended RDMenu
2020-05-16 11:13:19 +01:00
baldurk
22d5cf2313
Scroll selected pixel to centre on goto. Refs #1885
2020-05-15 20:50:55 +01:00
baldurk
a81994071f
Wait for shader viewer background debugging, add cancel button
...
* Until we properly support background debugging we need to wait for it to
complete, otherwise the user could close the window and we'd crash.
2020-05-15 20:31:42 +01:00
baldurk
ec881a600c
Add fallback to VK_FORMAT_D24_UNORM_S8_UINT in pixel history
...
* Not all devices will support D32S8, so we need to fall back to D24S8 if
needed. One or the other must be supported.
2020-05-15 19:03:27 +01:00
baldurk
5b5bd49a43
Serialise device create info exactly as-is, without patching
...
* Previously we serialised after enabling a few features at capture-time.
2020-05-15 19:03:27 +01:00
baldurk
96e34db93d
Add workaround to avoid non-2D Dref explicit lod samples on Qualcomm
2020-05-15 19:03:27 +01:00
baldurk
e37c420263
Avoid EXT_direct_state_access VAO funcs for better compatibility
2020-05-15 19:03:27 +01:00
baldurk
672fbb84d8
Sanitise image layouts in pixel history
2020-05-15 19:03:27 +01:00
baldurk
ca28154fc0
Check for geometryShader feature when fetching prim ID in pixel history
2020-05-15 19:03:27 +01:00
baldurk
e08f4a43a9
Don't call GetBaseFormat/GetDataType for compressed formats
...
* The result is not needed and the call is invalid.
2020-05-15 19:03:27 +01:00
baldurk
5a0134ed4b
Free shader debugger in replay driver so it's proxied correctly
2020-05-15 19:03:27 +01:00
baldurk
d332c985e0
Try to handle pipeline creation failures
2020-05-15 19:03:27 +01:00
baldurk
ed0c143be7
Close replay thread last to process any invoked resource frees
2020-05-15 19:03:26 +01:00
baldurk
526af5f1db
Add missing type serialise
2020-05-15 19:03:26 +01:00
baldurk
22a56bb688
Fix ContinueDebug proxy packet copy-paste error.
2020-05-15 19:03:26 +01:00
baldurk
08cf66abce
Fix racing busy signals when connecting to remote servers
2020-05-15 19:03:26 +01:00
Steve Karolewics
1d579dfb66
Update docs about D3D12 shader debugging support
2020-05-15 19:03:00 +01:00
windog18
579dec8b4b
Solved cbuffer bind issue
2020-05-15 19:02:41 +01:00
baldurk
e31ebd0f55
Work around presumed QC driver bug storing to array slices
2020-05-14 20:33:20 +01:00
baldurk
b1b33d5605
Use overlay texture format variable
2020-05-14 20:33:20 +01:00
baldurk
4dd30eddc7
Clamp subresource in SetProxyTextureData
...
* This is useful when the subresource comes from the underlying texture but the
overlay isn't arrayed, and is also consistent with local rendering which
clamps the subresource indices.
2020-05-14 20:33:20 +01:00
baldurk
43e07b8a18
Limit typecast on remap texture format to base type. Closes #1882
...
* Casting to e.g. unorm causes problems if we're remapping to RGBA16 because not
all devices will support rendering to RGBA16_UNORM
2020-05-14 19:28:09 +01:00
baldurk
6b657965b1
Fix settings not being properly re-evaluated on access
2020-05-14 19:28:09 +01:00
baldurk
5306b18ad0
Log both sides of remote server if enabled
2020-05-14 19:28:09 +01:00
baldurk
a350e92f62
Print specific timeout exceeded in error messages
2020-05-13 20:48:24 +01:00
baldurk
05201fa67e
If no delete filename is specified, don't print false error
2020-05-13 20:48:14 +01:00
baldurk
9ed418f90c
Install settings file when running remote server
2020-05-13 20:13:18 +01:00
baldurk
78335f7d00
Fix calculation of array stride on structs in D3D
...
# Conflicts:
# util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00
baldurk
15fa728ab9
Fix handling of empty structs in D3D
2020-05-13 18:07:26 +01:00
baldurk
01ca197655
Fix tests broken with updated non-remapped postvs index data
2020-05-13 18:07:26 +01:00
baldurk
31b1c0641a
Fix debug var lookups in tests for D3D variables
2020-05-13 18:07:26 +01:00
Aliya Pazylbekova
08cf503eea
Vk Pixel History: Small fixes + more tests
...
- For counting the number of fragments, also need to disable the depth
bounds test, since we are not initializing the depth value currently
- Reset depth to 0.0f for shader out, and set it to always pass. So that
we can get depth values from just one fragment.
- Initialize premod value for individual fragment events. This is not
surfaced in the UI, but available from the python API and checked in
tests.
2020-05-13 18:07:11 +01:00
baldurk
0b6c1c14b4
Add Steve Karolewics to credits document
2020-05-12 19:04:57 +01:00
baldurk
bfcc484a7c
Add tests of drawcall variants
2020-05-12 19:04:57 +01:00
baldurk
e9b92a5ca7
Fix handling of base vertex in D3D11. Closes #1862
2020-05-12 19:04:57 +01:00
baldurk
a8f1bc3881
Fix handling of index/instance/vertex offsets in vulkan shader debugging
2020-05-12 19:04:57 +01:00
baldurk
8643b01200
Display type name of other exceptions in failures
2020-05-12 19:04:57 +01:00
Aliya Pazylbekova
362d523399
Vulkan: fix usage based on shaders
...
This was based on an example where there is:
eid 1: vkCmdDispatch (used image as ssbo)
eid 2: vkCmdDraw (used image in FBO)
eid 3: vkCmdDraw (used image in FBO)
Image usage added CS_RWResource to draws in eid 2 and eid 3,
since a compute pipeline with the compute shader from eid 1
was still bound.
2020-05-12 19:04:36 +01:00
Steve Karolewics
65a4474fe8
Turn on D3D12 shader debugging by default. Closes #1771
2020-05-12 19:04:17 +01:00
gauthier
4380bf68e6
Fix relative path directory of capture creation
2020-05-12 19:04:06 +01:00
baldurk
da2af69671
Add support for specifying strip restart value in D3D12 PSOs
2020-05-11 18:04:23 +01:00
baldurk
79c47ff91e
Ignore bound index buffer for non-indexed draws, apply vertexOffset
2020-05-11 18:04:22 +01:00
baldurk
3bd09bd4a9
Fix applying offset wrongly on unclamped length
2020-05-11 18:04:22 +01:00