Commit Graph

4939 Commits

Author SHA1 Message Date
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