Commit Graph

11171 Commits

Author SHA1 Message Date
baldurk 08a3d05e71 Explicitly note which modifications in pixel history are unavailable 2020-07-16 20:39:25 +01:00
Marcin Ślusarz 9042aeab39 Don't hide counters belonging to multiple Intel queries.
Many counters are exposed in multiple queries. By hiding that fact,
we are making life harder for users, because they need to find
related counters all around the query tree. Don't do that.

As a side effect this will decrease the number of needed passes if
all selected counters belong to the same query.
2020-07-16 13:38:36 +01:00
baldurk 8f00d3fbd6 Compile fixes 2020-07-16 09:37:25 +01:00
baldurk ee17cfee65 Use a checkerboard instead of a fixed colour for unbound thumbnails 2020-07-15 17:27:06 +01:00
baldurk f0e397bb99 Return explicit 0s for invalid derivatives, and add debug message 2020-07-15 17:24:24 +01:00
baldurk 7927ff2e40 Add tests of shaders that don't use GLSL.450 & have 0 stageFlags binds 2020-07-15 15:34:37 +01:00
baldurk ddba7ef996 Use NaN-friendly behaviour for all mins and maxs in SPIR-V
* This matches the explicitly documented behaviour for D3D so it likely matches
  what GPUs do, and since SPIR-V leaves it undefined it's OK to do what we want.
  This does mean that there might be false negatives of cases where the GPU gets
  bad results and the simulation 'works', but this is preferable and less likely
  than false positives of the simulation going (legally) wrong when the GPU
  result is correct.
2020-07-15 14:49:51 +01:00
baldurk c3c95ece79 Don't assert that inactive threads are converging 2020-07-15 14:24:44 +01:00
baldurk e1f90b4b01 Add test that validation layers and extensions can be captured 2020-07-15 14:11:42 +01:00
baldurk 5c57493855 Share common shader source on vulkan 2020-07-15 14:05:20 +01:00
baldurk 67df704f5a Make sure to properly reset per-command list state so we don't leak 2020-07-15 12:15:07 +01:00
baldurk f70d397d0e Don't change unrelated state while doing depth/stencil test overlay 2020-07-15 11:53:34 +01:00
baldurk 2607044691 Fix off-by-one error clamping vertex buffer access 2020-07-15 11:51:14 +01:00
baldurk 152db57598 Default A8 textures to show the alpha channel only 2020-07-15 11:50:56 +01:00
baldurk b0f4a11b98 Test glBindBuffersBase doesn't crash when passed NULL 2020-07-14 18:00:50 +01:00
baldurk 79e460f3e6 Test that we can change entry point names when editing shaders in vulkan 2020-07-14 17:58:10 +01:00
baldurk 7ebe4e5ac1 Add test that GL state isn't trashed by initial contents or overlay 2020-07-14 17:52:40 +01:00
baldurk a395ec8560 Increase GL_Large_Buffer test to check >2GB buffer 2020-07-14 17:22:01 +01:00
baldurk 1df39247fa Fix access to render state in D3D12
* We need to copy the external-facing m_RenderState into the partial command
  buffer's state for partial replay, in case it was modified externally.
* Also when accessing the render state inside a drawcall callback we need to use
  the command buffer's local state, not m_RenderState which isn't updated until
  the replay completes.
2020-07-14 14:08:54 +01:00
baldurk ec6627af03 Use our own isinf/isnan over compiler provided ones that are unreliable
* Due to standards nonsense the availability of isinf/isnan in C++ is quite
  complex and varies a lot between compilers. Trying to access them reliably is
  quite brittle and they're easy to implement with bit-inspection of float
  patterns, so we do that instead.
2020-07-14 13:24:36 +01:00
baldurk eabfb9b074 Remove isnan call that's seemingly impossible to call portably 2020-07-13 21:04:38 +01:00
baldurk cf867816ab Experimental compressonator compile fix 2020-07-13 20:54:48 +01:00
baldurk 00580031fc Add more ignored warnings on compressonator 2020-07-13 20:29:32 +01:00
baldurk 55c248e44a Disable warning on GCC in compressonator code 2020-07-13 20:12:05 +01:00
baldurk 7a7b33014b Fix case of BC7 file 2020-07-13 19:33:08 +01:00
baldurk 9c4d01833c Compile fixes 2020-07-13 18:36:59 +01:00
baldurk 02a54be6ad When replaying resource discards fill with explicit pattern. Closes #284
* This helps catches cases where a discarded image is accidentally used and in
  many cases may still have valid data. Particularly on Vulkan this is relevant
  for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
baldurk bc4a803605 Add usage entries for discards. Closes #1951 2020-07-12 10:52:10 +01:00
baldurk 0d026a43d6 Remove CompType::Double
* This is a leftover artifact from before we had general extended type support
  and double was the only non-32 bit type we handled. Now we support most type
  formats so doubles are just CompType::Float with 8 byte width
2020-07-12 10:52:10 +01:00
baldurk 6dd09ed2cb Allow 3D textures to be bound to framebuffers with layers 2020-07-12 10:52:10 +01:00
baldurk da0e18dbac Fix some issues with glClearTexImage and glClearFramebuffer 2020-07-12 10:52:10 +01:00
baldurk 9a2c49210a Track command list state for all replayed command lists
* This allows us to have up-to-the-command correct state even for command lists
  that aren't the partial one.
2020-07-12 10:52:10 +01:00
baldurk bd484d85de Fix bug in Compressonator BC6 options setting 2020-07-12 10:52:10 +01:00
baldurk a0b3bffda6 Display slices in texture details in GL pipeline state view 2020-07-12 10:52:10 +01:00
baldurk 75fc8140c1 Fix marker regions before command buffers are started 2020-07-12 10:52:10 +01:00
baldurk 88591c35fd Collapse large arrays if no dynamic use information is available 2020-07-12 10:52:10 +01:00
baldurk 37612a426d Use non-debug runtime for all builds of the renderdocui stub 2020-07-12 10:52:10 +01:00
baldurk d1d84d22b0 Don't print error if struct stride is exactly matched 2020-07-12 10:52:10 +01:00
baldurk f0fe801d27 Specify RC include paths instead of using a macro for the output path
* This fixes an issue with builds failing when the path contains some characters
  RC doesn't like for some reason, even if it's quoted.
2020-07-12 10:51:51 +01:00
Marcin Ślusarz 4c40549b32 Use actual size of Intel performance counters metadata.
Fixes exporting of performance counter values to CSV.
2020-07-09 23:31:37 +01:00
Omar El Sheikh c15078b900 Added Scoped Storage Support for Android
Updated permissions for the renderdoccmd app based on which version of
android the app is running on
**WRITE_EXTERNAL_STORAGE for <R
**MANAGE_EXTERNAL_STORAGE for >=R

Updated the Java portion of renderdoccmd to check/request the correct
permission based on android version

Changed the file path for renderdoc files on Android based on the
version of Android the connected device is running
**/sdcard/Android/data/$PACKAGE_NAME for <R
**/sdcard/Android/media/$PACKAGE_NAME for >=R
2020-07-09 14:29:41 +01:00
Aliya Pazylbekova efafd0b766 Vulkan Pixel History: add high level comments 2020-07-07 18:15:09 +01:00
baldurk f8326b9149 Accept VS reformatting of vcxproj 2020-07-06 17:29:21 +01:00
baldurk da512e172f Respect existing types for primitive ID/sample ID when shader debugging 2020-07-06 17:29:00 +01:00
baldurk 3b6cfd4926 Add some more marker regions for self-hosted captures 2020-07-06 17:26:21 +01:00
baldurk 9f2fdd6d64 Show view in vulkan pipeline state view when significant 2020-07-06 13:27:10 +01:00
baldurk 3f089b0c92 Don't treat binds with 0 stageMask as completely empty
* We can still highlight them as empty the same as we do for insufficiently
  sized constant buffers, but we should display the proper resource contents.
2020-07-06 13:26:49 +01:00
baldurk 5aed791c13 Don't mark unused binds with 0 stageFlags
* It's a reasonable mistake for someone to have a bind they care about with 0
  stageFlags
2020-07-06 12:16:17 +01:00
baldurk 5891a950ca Add option to dump bindless feedback shaders 2020-07-06 12:15:33 +01:00
baldurk c10089c94b Invert y display for vulkan with negative viewport height. Closes #1971 2020-07-06 11:20:23 +01:00