Commit Graph
11863 Commits
Author SHA1 Message Date
baldurk 0ade24d38a Fix corruption when buffer is deleted after resize mid-frame 2021-01-22 14:19:16 +00:00
baldurk f45bdcb49a Fix Iter_Test and Repeat_Load for newest python API 2021-01-22 13:24:48 +00:00
baldurk a377a61aa2 Clarify acceptable use for issues and support even further
* Capturing copyrighted programs is absolutely not supported or tolerated.
2021-01-22 13:23:53 +00:00
baldurk ba06717842 Don't fetch resource lists for unbound shader stages
* This is a minor optimisation when there are large numbers of bound resources
  that are available (duplicated) to all shader stages. There's no point
  fetching them when there's no shader bound there.
2021-01-21 11:30:50 +00:00
baldurk a4fd53af8f Fix a crash if capture viewers are changed while processing SetEvent
* This could happen in particular now that thumbnails are capture viewers.
2021-01-21 11:28:23 +00:00
baldurk c002c71fe8 Don't display buffers as thumbnails in texture viewer
* This is a holdover from simpler binding times, these days it makes more sense
  to omit buffers than try to hold onto those bindings even when they don't
  contain textures.
2021-01-21 10:43:37 +00:00
baldurk be3a6a5dfb Set counter-fetching mode around IHV counters on OpenGL
* This mode suppresses the default behaviour to end unbalanced things like
  transform feedback and queries, and also stops the capture from using queries
  that might be in use outside.
2021-01-20 20:54:08 +00:00
baldurk 57bb5a73fe Make lack of intel GL counters more obvious to user
* We do the odd thing of adding another fake counter which returns 0s, to direct
  the user to disable paranoid mode in order to enable more perf counters.
2021-01-20 20:40:19 +00:00
baldurk 40f83cfbfd Fix lag in updating texture viewer display when selecting new draws 2021-01-20 17:15:34 +00:00
baldurk 20d8ae2dcf Fix display of 3D texture slices when linear sampling
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
  but we don't want to linear sample across slices. Adding a half pixel offset
  in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
Marcin Ślusarz 309a08373b Put units in table header instead of each row. 2021-01-20 17:15:16 +00:00
baldurk 3d9bba65c8 Fix resizing issue with vulkan scissors display 2021-01-19 17:39:12 +00:00
baldurk f263e244f4 Tweak allowed memory increase when loading VK_Large_Descriptor_Sets 2021-01-19 17:25:35 +00:00
baldurk 0a5353a398 Test inverse viewport height in VK_Mesh_Zoo, with rendering and picking 2021-01-19 17:20:59 +00:00
baldurk 0c410d40ef Fix issue showing whole pass in mesh viewer with inverse view height
* In particular this was breaking if not all draws in the pass used an inverse
  view (unlikely in practice, but comes up in our tests).
2021-01-19 17:20:15 +00:00
baldurk 1fe92989b7 Fix aspect ratio calculation for negative viewport height 2021-01-19 17:10:09 +00:00
baldurk 64131e0510 Test vulkan overalys with rasterizer discard and otherwise invalid state
* E.g. no viewport/scissors bound.
2021-01-19 16:43:57 +00:00
baldurk d607c7dfaa Add debug option to log command buffer recording on vulkan 2021-01-19 16:35:02 +00:00
baldurk ed50a0e01a Add workaround for Qualcomm driver issue
* Calling vkCmdSetLineWidth() before binding and dispatching a compute pipeline
  seems to crash on Qualcomm drivers. We rarely need to prepopulate dynamic
  state without a pipeline bound, so just skip this one state in that case on QC
  devices.
2021-01-19 16:25:17 +00:00
baldurk 086b038d0b Add simple checks for large memory leaks
* Smaller memory leaks are harder to differentiate from noise, so we go for a
  large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk ac3b923075 Allow querying DXGI swapchains for IDXGIObject & IUnknown
* This will only work if we still get the expected resource back under the hood
  though. Fingers crossed?
2021-01-19 12:06:37 +00:00
baldurk 7125104c3d Disable buggy bandicam vulkan layer. Closes #2152 2021-01-19 10:25:59 +00:00
baldurk 7e5fc40779 Ignore number of captures made in D3D11_Swapchain_Zoo 2021-01-18 14:18:34 +00:00
baldurk c1c36f06ba Handle failed allocation in EXR image viewing path 2021-01-18 13:23:22 +00:00
baldurk 2070e74cf1 Restore image auto-update on change feature
* This was apparently never ported over to Qt!
2021-01-18 13:22:36 +00:00
baldurk 84dabc7b54 Update buffer size when it resizes mid-capture. Closes #2149
* We need to be careful with this, as we want to update the buffer's creation
  chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk 03db0c480e Fix override warning 2021-01-15 21:40:24 +00:00
baldurk ee5d3f5837 Compile fix for linux 2021-01-15 19:32:41 +00:00
baldurk 3d52d5acaf Change window title to reflect development/release builds 2021-01-15 16:50:48 +00:00
baldurk 474c88a07e Clamp height to non-zero in GL initial state 2021-01-15 16:50:37 +00:00
baldurk 924c513d70 Fix cases where empty-range ellision in D3D12 pipeline state breaks
* We can't assume ranges in root signature elements map to shader binding
  arrays, there is a many:many relationship (one range can have multiple
  elements, or only part of an array, one array can have multiple ranges).
2021-01-15 14:57:34 +00:00
baldurk 6d1e37de3a Display bind array index in register name on D3D12 pipeline state 2021-01-15 14:14:50 +00:00
baldurk 1ce0958398 Add helper for setting images in labels 2021-01-15 12:36:14 +00:00
baldurk 86ca794494 Add test to check ID3DDeviceContextState refcounting/rewrapping 2021-01-15 11:33:13 +00:00
baldurk a544223f07 Fix crash when an object is destroyed and re-used mid capture 2021-01-14 22:33:07 +00:00
baldurk 99725b1dc4 Use devicePixelRatioF to calculate texture viewer coords. Closes #2148 2021-01-14 12:03:07 +00:00
baldurk a083680b08 Test that primitive restart is enabled for either GL state 2021-01-13 16:29:01 +00:00
baldurk bb5834fd1c Add test of root signature ranges larger than the descriptor heap 2021-01-13 16:07:43 +00:00
baldurk edc0d1d46f Ignore stream-out parameters if no stream-out is enabled on D3D12 2021-01-13 15:54:10 +00:00
baldurk ec50e9005a Test inline uniform block descriptors in VK_CBuffer_Zoo 2021-01-13 15:32:09 +00:00
baldurk beb7c9a636 Don't accumulate references from inline uniform block descriptors 2021-01-13 15:26:22 +00:00
baldurk 92192ef348 Add test to ensure vkBindBufferMemory2 can be split up 2021-01-13 14:48:40 +00:00
baldurk f5a99d47a2 Update D3D headers in test project 2021-01-13 14:25:54 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk fbb17becf9 Only display base filename in loading progress dialog, not whole path 2021-01-13 12:50:34 +00:00
baldurk 0b12a2d16f Always create RTV for wrapped swapchain buffers even if wrapper exists
* This can happen if the application calls ResizeBuffers without releasing all
  references - the texture is not recreated but we destroyed the RTV, so we need
  to create the RTV again.
2021-01-13 12:02:30 +00:00
baldurk a3007ffa05 Make sure BDA capture/replay bit is enabled 2021-01-13 10:42:46 +00:00
baldurk 76b62ba841 Disable AMD switchable graphics layer 2021-01-12 18:01:57 +00:00
baldurk 29277b93a1 Both PRIMITIVE_RESTART_FIXED_INDEX and PRIMITIVE_RESTART enable restart 2021-01-12 17:16:17 +00:00
baldurk f717915738 Fix handling of separate debug info around fxc/dxc inconsistencies
* dxc emits a PDB which contains a stream with the debuginfo DXBC container,
  which we expected to happen for fxc too. Instead fxc just emits the bare SPDB
  chunk PDB. So we need to try to guess what to expect and/or handle both.
2021-01-12 12:52:26 +00:00