Aras Pranckevicius
0baf7b5f49
EXR: more standard RGBA channel name detection
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Various EXR images especially from movie assets do not simply have "R"
etc as channel names; the convention seems to be to have "layer name",
".", "color channel name". For example, channels in EXR might be
"rgb.R", "rgb.G", "rgb.B", which RenderDoc was not detecting previously
and displaying an all-black image.
2024-10-31 11:58:30 +00:00
Aras Pranckevicius
2357c26651
EXR: support tiled images
2024-10-31 11:58:30 +00:00
Aras Pranckevicius
897d36ee03
Update tinyexr to current (1.0.9, from 2024 Jul)
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Disable some warnings that happen on vs2015/2019
while building it, since whole build uses
warnings as errors.
2024-10-31 11:58:30 +00:00
Mario-Cui
6f95cf276d
allow d3d12 insert null rt descriptor.
2024-10-31 10:22:49 +00:00
baldurk
2dfd7e55b7
Disable buggy wegame layer
2024-10-30 10:33:41 +00:00
baldurk
1827548666
Fix EID miscounting around ExecuteIndirect partial replay
2024-10-30 10:33:41 +00:00
baldurk
6fbcbf757f
Use WriteToSubresource when required by non-linear CPU textures
2024-10-30 10:33:40 +00:00
baldurk
f4d579ffaa
Allow specifying tighter alignment than natural for odd buffer cases
2024-10-30 10:33:40 +00:00
Jake Turner
4a73100da6
D3D12 Shader Debug loop downwards from highest shader model to 6.0
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CheckFeatureSupport will return E_INVALIDARG if HighestShaderModel isn't known by the current runtime.
2024-10-29 08:35:00 +00:00
baldurk
21db7b5f8a
Minor-hack around applications that resize MS textures with non-storage
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* We can safely use the non-DSA function since this always happens in the
texture chunk, not during capture (we do not support mid-capture texture
resizes for obvious reasons).
2024-10-28 13:59:18 +00:00
baldurk
32d8c6d79d
Don't query sampler parameters for MSAA textures on GL
2024-10-28 13:58:22 +00:00
baldurk
db6e93665f
Make it very clear if someone deletes a required section from template
2024-10-28 10:37:54 +00:00
Cam Mannett
cf76de368c
Make RT AS commands 'actions'
2024-10-28 10:37:39 +00:00
Jake Turner
e7975ca9f7
DXIL Debugger SampleGrad ddx/y inputs are length three not four
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Fixes assert when executing SampleGrad
2024-10-27 12:27:06 +00:00
Jake Turner
9f020467ff
DXIL Debugger fix mistake when creating ddy_coarse input derivatives
2024-10-27 12:25:30 +00:00
Jake Turner
3129d1dd88
Shader Debug HLSL shader remove the SM6.8 branch
2024-10-27 11:17:48 +00:00
Jake Turner
0b5527d52b
D3D12 Shader Cache force use of DXC internal validator
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Prevents DXC loading dxil.dll
2024-10-26 16:46:32 +01:00
Jake Turner
c5e9f4acc9
DXIL Debugger use the correct sampler for GPU Sample operations
2024-10-25 17:18:47 +01:00
Jake Turner
9b7c3daa8d
DXIL Debugger handle DW_TAG_const_type in AddDebugType()
2024-10-25 17:18:47 +01:00
Jake Turner
392b729fa7
DXIL Debugger support for DXOp::Barrier
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treated as nop because only one thread running
2024-10-25 17:18:47 +01:00
Jake Turner
d25c3a226e
DXIL Debugger : basic support for global shared memory
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Unified stack allocks with global memory allocations
Add global memory to the source variables
2024-10-25 17:18:47 +01:00
Shahbaz Youssefi
5219965684
Skip Pixel History's PrimID pipeline without geometry shaders
2024-10-25 17:16:43 +01:00
baldurk
8a6c3a73f7
Handle garbage descriptor set in vkCmdPushDescriptorSetKHR. Closes #3461
2024-10-25 10:37:38 +01:00
baldurk
0d98343eca
Check for geometry feature with prim ID shader
2024-10-25 10:20:16 +01:00
baldurk
b1dbfb7aa2
Don't trust D3D12 Unmap ranges
2024-10-25 10:18:07 +01:00
baldurk
50888a0e58
Handle ray EIs in action callbacks
2024-10-25 10:18:07 +01:00
baldurk
56514926c5
Fix calculation of offset/sizes when copying build inputs
2024-10-25 10:18:00 +01:00
Jake Turner
562d6339b7
DXIL Debugger support for DXOp::IMul, DXOp::UMul, DXOp::UDiv
2024-10-24 16:27:42 +01:00
Jake Turner
92727ee0d0
DXIL Debugger support for DXOp::Bfrev, DXOp::Countbits
2024-10-24 16:27:42 +01:00
Jake Turner
f933aa1c76
Moved some bit field helper functions to common code
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To be shared between DXBC and DXIL Debugger
BitwiseReverseLSB16
PopCount
2024-10-24 16:25:34 +01:00
Jake Turner
84c7906a7a
DXIL Debugger support for DXOps: IsNan, IsInf, IsFinite, IsNormal
2024-10-24 16:24:41 +01:00
Jake Turner
0e4f8e2e09
DXIL Debugger flesh out DXOp::Round* support
2024-10-24 14:20:00 +01:00
Jake Turner
d3fdc3c18f
DXIL Debugger flesh out DXOp::Frc support
2024-10-24 14:19:33 +01:00
Jake Turner
369520d319
DXIL Debugger fixed incorrect runtime asserts
2024-10-24 12:54:16 +01:00
Jake Turner
f538e91b05
DXIL Debugger extended support for GPU Sampling instructions
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DXOp::Sample
DXOp::SampleBias
DXOp::SampleLevel
DXOp::SampleGrad
DXOp::SampleCmp
DXOp::SampleCmpBias
DXOp::SampleCmpLevel
DXOp::SampleCmpGrad
DXOp::SampleCmpLevelZero
DXOp::TextureGather
DXOp::TextureGatherCmp
2024-10-24 12:54:10 +01:00
Jake Turner
a5b63f2f26
Shader Debug HLSL split debugSampleLodCompare into two variables
2024-10-24 12:44:07 +01:00
Jake Turner
86a81507b5
DXIL Debugger : flesh out DXOp::LoadInput, StoreOutput
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Handle all possible types and rowIdx parameter
2024-10-24 08:53:55 +01:00
Jake Turner
b42ffd0f7f
DXIL Debugger use the SRV component type for the Resource Return Type
2024-10-24 08:51:44 +01:00
Jake Turner
0965bdb004
Fix comment UNORM should have been SNORM
2024-10-24 08:51:06 +01:00
Jake Turner
d9d06f120d
DXIL Debugger support for Atomic instructions
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AtomicExchange
AtomicAdd
AtomicSub
AtomicAnd
AtomicNand
AtomicOr
AtomicXor
AtomicMax
AtomicMin
AtomicUMax
AtomicUMin
Missing support for memory that isn't stack allocated
2024-10-23 08:36:17 +01:00
Jake Turner
fa616f0186
DXIL Debugger support for Fence
2024-10-23 08:36:00 +01:00
Jake Turner
e25b85ae07
DXIL Debugger support for LoadAtomic, StoreAtomic
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Missing support for memory that isn't stack allocated
2024-10-23 08:35:35 +01:00
Jake Turner
51d77d42ae
DXIL Debugger helper methods for backing memory
2024-10-23 08:33:31 +01:00
Jake Turner
a8220a8214
DXIL Debug Set row and column information for source variable mappings
2024-10-23 08:20:19 +01:00
Mario-Cui
33fa37a475
add as/ms disassembly thread group size display
2024-10-23 08:18:00 +01:00
baldurk
e6d0d57f80
Wait for initial remote probe before connecting to server. Closes #3445
2024-10-21 14:30:37 +01:00
Cam Mannett
8e5ab5dd41
New memory scope that clears on after first Apply()
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Also:
* Use GPUBuffer instead of own radback memory mechanism, but mark as internal
* Use GPU local buffer for AS builds instead of upload memory to improve performance
2024-10-21 14:30:27 +01:00
Cam Mannett
c1e7655309
Build AS on first Apply()
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Then clone to captured AS. This is much faster than building on each Apply().
2024-10-21 14:30:27 +01:00
Cam Mannett
99664cec54
Reset initial contents after serialisation when softmem limit flushing
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If an initial content AS was destroyed during active capture then resetting before serialisation meant that VkInitialContents::Free() was called, deref-ing the AS info and causing it to be deleted.
So VkInitialContents is now reset after serialisation to ensure its lifetime.
Change-Id: I6a296bd96dd5b639f68347073298e5545e8f980d
2024-10-21 14:30:27 +01:00
Cam Mannett
26a823135d
Use single mem block for AS input data
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Rather than have a buffer per geometry, allocate a single block to carry all the input geometry.
Change-Id: Ibc6f221ba0a317e8006ccf4a252da71c0aefe7dc
drbrdt
Change-Id: Ia41dd97fec4f7a2b78fc505dacc0304bbc818789
2024-10-21 14:30:27 +01:00