baldurk
04a0fdb538
Add marker regions for GL pixel history
2023-04-05 17:33:44 +01:00
baldurk
24b0857b00
Use D32S8 instead of D24S8 for custom depth on GL pixel history
...
* We handwave the additional depth accuracy and hope that it's not an issue, but
it's important not to potentially lose accuracy.
2023-04-05 17:33:20 +01:00
baldurk
a4a2beac24
Force the use of a stencil for fragment counting in GL. Closes #2894
2023-04-05 17:32:17 +01:00
baldurk
64b511a1fa
Ensure that stencil is available for fragment counting. Refs #2894
2023-04-05 15:42:03 +01:00
baldurk
bb4caf7546
Remove reset notification EGL context attribute. Closes #2888
2023-04-05 15:08:03 +01:00
baldurk
1b72599382
Only require GLSL extensions on proper GL, not on GLES
2023-04-05 15:06:05 +01:00
baldurk
b74f2bd593
Promote SINGLE_FLUSH_VALIDATE compile option to runtime debug config
2023-04-05 13:22:14 +01:00
baldurk
41901b55c6
Handle binding D3D12 descriptor tables off the end of the heap
...
* We truncate the size of the table, even if it isn't bigger than the heap it
may be bound such that it runs off the end of the heap.
2023-04-04 16:45:00 +01:00
baldurk
4ffade076a
Only show discard resource usage on final subpass. Refs #2895
2023-04-04 13:06:23 +01:00
baldurk
244a3e671b
Bump version to v1.27
2023-03-31 21:15:48 +01:00
baldurk
4524cddca9
Update documentation to account for GL pixel history support
v1.26
2023-03-31 19:56:04 +01:00
baldurk
65042f1e0d
Build local llvm in new docker to support spirv-tools
2023-03-31 19:55:04 +01:00
baldurk
3ff12d4067
Update path in build script to use latest cmake
2023-03-31 10:31:30 +01:00
baldurk
743a60e753
Update used cmake version for building spirv-tools
2023-03-31 10:19:07 +01:00
baldurk
a0863b2aed
Check for DDS files having legacy header but no bitmask
2023-03-29 10:29:37 +01:00
baldurk
e9708d909e
Add handling for binop DXIL constants
2023-03-28 13:53:22 +01:00
baldurk
f36a9f8845
Handle empty/NULL shading rate info structs
2023-03-28 10:58:22 +01:00
baldurk
b2832d11a6
Do manual sRGB conversion on ReadPixels path for pixel history
2023-03-24 16:46:42 +00:00
baldurk
0eb7062d66
Add handling for pixel history on MRT
2023-03-24 16:30:03 +00:00
baldurk
75bfff3481
Mark UAV writes appropriately in GL pixel history
2023-03-24 15:04:15 +00:00
baldurk
b388aeb7b7
Update window params before processing context activate. Closes #2890
2023-03-24 14:48:24 +00:00
baldurk
c353f6fe6d
Add memory readback microbenchmark
2023-03-23 16:16:03 +00:00
baldurk
448b78ca68
Bare bones port of demos project to android
2023-03-23 16:16:03 +00:00
baldurk
28f4af1e5c
Avoid deadlock if resource is unmapped during capture end on D3D12
2023-03-23 16:16:03 +00:00
baldurk
5fbc3ab8ca
Enable GPU readback path on D3D12
2023-03-23 16:16:02 +00:00
baldurk
129cb33266
Tweak selection of memory types for GPU readback on Vulkan
2023-03-23 16:16:02 +00:00
baldurk
0851a9f1ad
Fix S8 testing in GL_Discard_Zoo
2023-03-23 16:16:02 +00:00
郝华青(Huaqing.H)
58f0e7bc42
fixing a documentation example
...
Fix the following errors in the sample code:
AttributeError: 'renderdoc.ActionDescription' object has no attribute 'name'
NameError: name 'window_callback' is not defined
2023-03-17 08:30:09 +00:00
baldurk
54aa110862
Return after detecting an error instead of continuing in lz4 decode
2023-03-16 16:55:21 +00:00
baldurk
7a088ac898
Handle some errors better without stalling in replay proxy networking
2023-03-16 16:55:21 +00:00
baldurk
3ba61e20a6
Fix handling of proxying S8 textures
2023-03-16 16:55:21 +00:00
baldurk
38afb7c8ad
Fix handling of S8 multisampled textures. Closes #2883
2023-03-14 16:32:06 +00:00
baldurk
31d5fa9eb3
Fix non-coherent atom alignment issues
2023-03-14 15:11:58 +00:00
baldurk
b3035d280e
Add a couple of fixes for single flush validate
2023-03-14 14:05:42 +00:00
baldurk
bc789ba535
Fix D3D12 RTV formats not being set for float case on MSAA conversion
2023-03-13 17:39:16 +00:00
baldurk
36731cb841
Handle maps on D3D12 of different aliases in a placed heap
...
* We need to check for map writes even if the mapped buffer isn't the one that's
referenced by a submit but still overlaps it. We do this by moving to the heap
for all placed resources so any map to a buffer on a heap is checked as long
as any buffer bound to that heap is referenced.
2023-03-13 17:39:16 +00:00
baldurk
f4529141d2
Fix backwards API terminology on resource usage strings
2023-03-13 17:38:59 +00:00
baldurk
e13b4e95f0
Don't run selected draw twice in D3D11 triangle size overlay
2023-03-13 17:38:59 +00:00
Tony T
df7ed64ad0
Create separate shader for sint, uint and floats
...
Co-authored-by: Orson B <obraines@gmail.com >
Signed-off-by: Tony T <tony@tonytascioglu.com >
2023-03-13 10:20:07 +00:00
Bruce He
50afbb05bc
Address other comments
2023-03-13 10:20:07 +00:00
Bruce He
692617d814
Rename test gl_pixelhistory_formats to gl_pixel_history
2023-03-13 10:20:07 +00:00
Orson Baines
08be49dce3
Add first unit test for Open GL Pixel History
...
- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
2023-03-13 10:20:07 +00:00
baldurk
40cd74c713
Fix early return when writing multiple sections in rdc conversion
2023-03-09 13:24:14 +00:00
baldurk
bf2df1d09a
Fix recompression of D3D12 files not being roundtrip identical
2023-03-09 13:23:33 +00:00
baldurk
2c2bafa1a6
Add protection on D3D12 for bad internal API calls from python
2023-03-09 13:23:19 +00:00
baldurk
e81e00beb3
Environment variable modifications with an empty value are valid
2023-03-08 18:06:46 +00:00
baldurk
d36d23ab21
Fix access to reserved columns for tooltips
2023-03-08 16:55:22 +00:00
baldurk
e74144670d
Special case D3D12 dlls in xml codec as well rather than dumping as hex
2023-03-08 16:55:03 +00:00
baldurk
760bfdcb40
Disable find-as-you-type keyboard searches in buffer viewer
...
* This will cause the model to evaluate every data item to search it, which is
the exact thing we're trying to avoid with lazy item views.
2023-03-08 14:06:02 +00:00
Orson Baines
fd12fdb84b
Set Primitive ID to ~0u in error case
2023-03-07 08:46:46 +00:00