baldurk
112cebb2ec
Fail if we don't support any extensions required by a vulkan capture
2018-03-05 10:09:58 +00:00
baldurk
9a2be7ac36
Use same reported app info in vulkan on capture and replay
...
* This can change the driver behaviour and break replay if we replay
with a different reported app info. Since we don't want to report as
the app while replaying and doing different things, it's safer to
change the app while being captured to report as us.
2018-03-03 16:47:21 +00:00
baldurk
d65e4339ec
Don't add event usage when m_CurEventID == 0
2018-03-03 01:10:49 +00:00
baldurk
903389aeda
Mark state objects referenced at start of frame capture. Refs #862
2018-03-02 10:41:47 +00:00
baldurk
beee0dccca
Ensure if duration is set to be recorded per-chunk, it is at least 0
...
* This could be the case if no duration is provided and we defaulted to
-1.
2018-03-02 10:41:28 +00:00
baldurk
c165a15c5c
Demote context open failure to warning - could just not be AMD HW.
2018-03-01 18:45:33 +00:00
baldurk
d94cfc36cc
Fix a crash if an instanced property has a step rate of 0
2018-03-01 18:45:33 +00:00
baldurk
dd21423784
Rename ID variable to resourceId for consistency in API
2018-03-01 18:45:32 +00:00
michaelrgb
327da91706
Use ps -A when looking for PID of injected process.
2018-03-01 18:45:21 +00:00
baldurk
f01aab4815
Replace manual calls to GPA_LoggingCallback with RDCERR calls
...
* This means we get accurate line numbers for error messages.
2018-02-28 12:18:48 +00:00
baldurk
8963ff5790
Fix VK_KHR_gpdp2 being added to device extension list, not instance
2018-02-28 12:12:40 +00:00
herb marselas
f720cd1e7d
AMD GPUPerfAPI 3.0 Preview Integration.
...
Direct3D11, Direct3D12, OpenGL, and Vulkan supported.
Fixes Direct3D11 counter command isolation.
2018-02-28 12:10:36 +00:00
baldurk
e5350505c0
Serialise all union members in vulkan structs and add Union SDTypeFlag
2018-02-28 11:51:08 +00:00
baldurk
d130b9652f
Fix refcounting on D3D11 devices
2018-02-26 15:42:33 +00:00
baldurk
f3a210c636
Workaround for ARM bug if declaring UBOs with larger binding than set
...
* If the descriptor set only declares bindings 0 and 1, then a declared
UBO with binding 2 - even if unused by the shader - will crash the
driver.
* As a workaround for now we just #define out these UBOs unless
compiling a pipeline that requires them.
* On OpenGL we just define the macro always, since this isn't needed.
2018-02-26 15:42:33 +00:00
baldurk
8047e2ea1f
Skip post-vs fetch for instanced drawcalls with no instances
2018-02-26 15:42:33 +00:00
baldurk
0dbdba178f
Make sure to set the instanced drawcall flag correctly. Refs #882
2018-02-26 15:42:33 +00:00
Peter Gal
571c26b1a1
Resolve GL ES hooking on Linux
...
After a change in the GL ES library hooking, capturing
on Linux was unable to start the target application.
This is because the hooks were not loaded correctly
(all gl/egl pointers were Null pointers) as an early
exit obstructed the initialization of the pointers.
2018-02-26 11:44:26 +00:00
baldurk
1cd8559d0c
Pass through current GPU vendor in APIProperties, for analytics
2018-02-25 15:29:14 +00:00
baldurk
3fe8ad4e3f
Rename 'ResourceId' structured data type to just 'Resource'
2018-02-24 23:22:24 +00:00
akharlamov
08c7287fe9
Fix stringifcation of VkSurfaceTransformFlagBitsKHR enum
2018-02-24 23:22:06 +00:00
baldurk
b4f711af7d
Pass along HDR multiplier to vulkan texture rendering
2018-02-22 19:46:40 +00:00
baldurk
9b98567d65
Fix error message duplicated in vulkan object create macro
2018-02-22 15:49:48 +00:00
baldurk
f52de8d216
Be careful not to overlap multidraws in GL when replaying event-to-event
2018-02-21 18:33:15 +00:00
baldurk
cc16a81d2c
Add necessary extension for compiling #version 150 fixedcol.frag
...
* Previously we were implicitly satisfying this by making it a separable
program.
2018-02-21 18:32:52 +00:00
baldurk
a57cc118af
Add events for markers in GL/D3D11 so they don't mess up replay
...
* If a marker was the very first event, we want to be able to fetch it
so the replay isn't off-by-one after that.
2018-02-21 18:29:51 +00:00
baldurk
b74f917975
Add application API version 1.1.2, with renamed log file -> capture file
2018-02-20 20:33:30 +00:00
baldurk
db1cc10598
Unset pipeline state values if shaders/pipelines are not bound
...
* Since we're updating a single member struct in-place and not starting
from a clean slate, we need to be sure to unset state values instead
of just skipping them and assuming the default is empty.
2018-02-20 13:33:23 +00:00
baldurk
13c1cf6ad4
Return ReplayStatus when launching/injecting, use to indicate JDWP error
...
* If android studio or other android tools are open when a package is
launched for debugging, they greedily jump on it and connect which
prevents us from connecting.
2018-02-20 11:54:57 +00:00
baldurk
dbfa3cdc4d
Remove DrawFlags::SetMarker from API Calls events
...
* This made them behave inconsistently and was not really necessary
anyway.
2018-02-20 10:02:40 +00:00
baldurk
13b2b3b15e
Inherit renderpass state from primary into secondary command buffers
2018-02-19 21:04:43 +00:00
baldurk
4b7f6d7d71
Be explicit when encountering an unsupported SPIR-V version
2018-02-19 21:04:32 +00:00
baldurk
3b73ca9fe4
Fix double-application of index byte offset in GL vertex picking
2018-02-19 18:40:15 +00:00
baldurk
0fea65d741
Implement barrier EventUsage tracking on D3D12
2018-02-19 18:24:28 +00:00
baldurk
52de64de26
Fix column major matrix transpose when reading cbuffer values. Refs #800
2018-02-19 17:41:37 +00:00
baldurk
2eb56e4279
Display matrix memory order in cbuffer type column. Refs #800
2018-02-19 11:53:20 +00:00
baldurk
41112d10e5
Allow uuid for ID3D12CommandList in CreateCommandList
...
* This is as well as ID3D12GraphicsCommandList which is the actual
type returned.
2018-02-19 10:51:50 +00:00
baldurk
1792673864
Show an error message if saving changes fails
2018-02-19 00:52:14 +00:00
baldurk
934800793a
Improve workflow for capture import/export
...
* If the export doesn't need buffers, we export directly from the loaded
capture file instead of re-loading it.
* Add progress bars for the load step so it shows what's happening
instead of looking stalled.
* Reduce compression rate on XML+ZIP buffers as it took too long trying
to compress when exporting large captures.
2018-02-19 00:52:13 +00:00
akharlamov
48c2678fed
Fix stringifcation of VkAttachmentStoreOp enum
2018-02-17 01:11:18 +00:00
baldurk
c1da853854
Fix test that now has FixedArray flag
2018-02-16 13:25:23 +00:00
baldurk
41ba4be01e
Don't serialise anything in between serialising buffer & fetching offset
2018-02-16 13:15:22 +00:00
baldurk
f3f688fd48
Fix crashes if exporting structured data with open D3D12 capture
2018-02-16 12:37:44 +00:00
baldurk
81b9a94bbe
Change label at the start of D3D12 command list
2018-02-16 12:37:30 +00:00
baldurk
8126e182e0
Don't modify renderstate unless recording partial command list
2018-02-16 12:37:01 +00:00
baldurk
de64755667
Add a structured data flag for fixed-size arrays
2018-02-16 09:39:46 +00:00
baldurk
7c7a4ae5ea
Fix a crash if framebuffer size changes before overlay is set. Refs #863
2018-02-15 17:48:15 +00:00
baldurk
ec1e21de35
Don't apply basevertex to restart indices when caching
2018-02-15 17:08:14 +00:00
baldurk
56e87514f6
Enable primitive restart for rendering strip-topology meshes. Refs #862
2018-02-15 17:07:38 +00:00
baldurk
ea929668a7
Create android package data directory in case app doesn't do it natively
2018-02-15 16:43:11 +00:00