Commit Graph
8372 Commits
Author SHA1 Message Date
Danylo Piliaiev 11fa2294d7 Display conditional rendering state for compute shader
If conditional rendering is enabled its state is always
displayed in both 'Rasterizer' and 'CS' states.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2018-12-19 16:20:21 +00:00
baldurk c16371d779 Add alignment helpers 2018-12-19 15:57:13 +00:00
baldurk b08fb8c9b5 Allow specifying the pNext struct passed to vkCreateDevice 2018-12-19 15:57:12 +00:00
baldurk ad48f438b2 Update test demos project's vulkan headers to match main ones
* These should be updated in lockstep from here on.
2018-12-19 15:57:12 +00:00
baldurk 11237585f2 Add warning if some required extensions are missing 2018-12-19 15:57:12 +00:00
baldurk 96b881dbd7 Don't keep fetching messages if the remote server has disconnected 2018-12-19 15:57:06 +00:00
baldurk 9ac07f806b On android only call eglTerminate after eglInitialize. Closes #1211 2018-12-19 09:58:15 +00:00
baldurk ec6406c8ff Check next step is in bounds for states before checking conditions 2018-12-18 17:38:49 +00:00
baldurk 19064a0f05 Force on DXGI_USAGE_RENDER_TARGET_OUTPUT to swapchain backbuffers
* We need this to render our overlay. This should always be valid to specify,
  it's not mutually exclusive with any other usage.
2018-12-18 17:25:14 +00:00
baldurk ddb7aeef92 If a SPIR-V type has been replaced due to aliasing don't set custom name
* If we have e.g. Input Float* and Output Float* when we patch they will both
  become Private Float* and we collapse the types together. When that happens,
  don't rename names for the losing type, just remove names.
2018-12-18 16:46:55 +00:00
baldurk 5cfe6c7623 Give each breakpad server a unique pipe
* Speculative fix for a hang observed only on official builds when launching a
  32-bit program from a 64-bit version of RenderDoc.
2018-12-17 19:50:37 +00:00
baldurk ec194327be Revert mistaken change to compile Array <-> MSAA copy shaders as SM4
* This was an experiment that accidentally got included, these shaders are only
  compatible with SM5 due to dynamic sample indexing and use of SV_SampleIndex
2018-12-17 18:14:09 +00:00
baldurk ef3aef17ff Add missing header on linux to fix compilation 2018-12-17 18:03:54 +00:00
baldurk d1f25eea0f Add extended thumbnail handling into XML codec 2018-12-17 17:10:35 +00:00
baldurk 5f96644d08 Add support for global uniforms in SPIR-V and non-bound textures.
* This isn't relevant for Vulkan, but in GL it's valid to not specify a binding
  and fetch it at runtime (and even if a binding is specified, it's not
  immutable and can be changed).
* Similarly GL allows bare uniforms that aren't in a buffer, which we handle in
  the same way by wrapping them into a $Globals UBO.
2018-12-17 17:10:35 +00:00
baldurk bb9ff1ccb7 Adjust GL SPIR-V shader test demo to do opengl-unique things
* E.g. not specify a binding and let that be done at runtime, or global
  variables not in constant buffers.
2018-12-17 17:10:35 +00:00
baldurk b08d277b61 Apply clang-format to embedded internal shader source
* It gets a couple of things less than ideal, mostly glsl block names being on
  the next line, but otherwise it's readable and stops mixed tabs/spaces which
  had snuck in without checks.
2018-12-17 17:10:34 +00:00
baldurk 6b40a82a80 marker/pass boundary calls should not have drawcall IDs. 2018-12-17 17:10:34 +00:00
baldurk f20b19ae56 If the unique_objects layer is enabled, try to replace objects with IDs
* This isn't perfect and has the risk of false positives, e.g. 0x10 for a
  bitfield might be identified as the object with handle 16. Without doing more
  advanced string processing like trying to identify 'image 0x10' vs
  'aspectFlags 0x10' this is unavoidable, and adding a nonsense ResourceId where
  context makes it clear that it's nonsense isn't too bad.
* If in future the validation layers are updated to consistently pass objects
  through the debug_utils interface, this may become redundant.
2018-12-17 17:10:34 +00:00
baldurk ce88558a7c Refactor RDTreeWidgetDelegate into RichTextViewDelegate that is reusable
* This allows us to add rich text support much more easily into other itemviews
  like RDTableView.
* We set it up for debug messages so that resource links in debug messages can
  be linked.
2018-12-17 17:10:34 +00:00
baldurk 58e2c88e76 Don't custom size horizontal header by default in RDTableView 2018-12-17 17:10:33 +00:00
tabi.katalin a8ca37f5e5 Fix OpenGL ES fragment shader compile error
Fix fragment shader compile error (too many parameters in function call) when replaying OpenGL ES desktop application.
2018-12-17 17:10:03 +00:00
baldurk 0e311e1b62 Final compile fix hopefully :( 2018-12-14 22:37:05 +00:00
baldurk 42e10aeabc Fix compile error 2018-12-14 21:53:55 +00:00
baldurk 85b4643de9 Fix compile error with initialisation of PixelValue 2018-12-14 20:42:45 +00:00
baldurk 383d8158cc Fix docs build with missing end string terminator 2018-12-14 20:42:45 +00:00
Sebastian Krzyszkowiak 02a9f9fbce linux_callstack: don't compute offset to .text section manually
addr2line can do it by itself and seems to be better at it.
2018-12-14 20:24:57 +00:00
Sebastian Krzyszkowiak 9b90625489 linux_callstack: take region offset into account
Fixes incorrect symbols being resolved in case of non-zero offsets.
2018-12-14 20:24:57 +00:00
Danylo Piliaiev 29e38e71a9 Implement VK_EXT_conditional_rendering
Predicate state is displayed in the raster state.
"Draw Call" and "Wireframe" overlays are visible even if predicate doesn't pass.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
2018-12-14 20:22:08 +00:00
baldurk 13e7d1c134 Support display of YUV textures on D3D11, D3D12 and Vulkan
* Supported textures are decoded into standard format of YUVA, displayed
  visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
  full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
2018-12-14 20:14:07 +00:00
baldurk 8b04c9b7ad Fix min/max calculation for stencil on GL and Vulkan
* This needs a separate pass for the stencil because GL/Vulkan treat stencil
  separately as a uint, whereas on D3D we can get away with binding a combined
  view and the stencil comes out as normalised floats.
2018-12-14 16:57:55 +00:00
baldurk aae08060a9 Add DummyWrites to histogram/minmax on vulkan 2018-12-14 16:45:49 +00:00
baldurk 90b970b547 Forcibly disable any reported support for DISJOINT binding on vulkan 2018-12-14 15:41:00 +00:00
baldurk 4c7ed0cb3c Copy each plane aspect of multi-planar images separately on vulkan 2018-12-14 15:40:09 +00:00
baldurk 46b0dc6c6e Specify YCbCr conversion sampler when creating conversion views 2018-12-14 15:38:35 +00:00
baldurk 0668bbbc07 Fix image layout for vulkan text atlas 2018-12-14 15:38:21 +00:00
baldurk 2cf5129e71 Add support for YCbCr conversion samplers in vulkan. Refs #1194 2018-12-14 14:08:33 +00:00
baldurk 5ddefed02b Check for shaders being present before doing MSAA<->Array copy 2018-12-14 10:22:53 +00:00
baldurk 5b38a36d0a Don't count references from shaders that fail to create on FL10_0
* The MSAA <-> Array copy shaders require FL11_0, so don't try to create them on
  FL10_0 and don't count their internal references.
2018-12-14 10:19:13 +00:00
baldurk 5c6d7b882e Don't use NULL for NullResource definition on vulkan. Closes #1209 2018-12-13 23:44:16 +00:00
baldurk d8ddd89e0a Check for failures from QueueWaitIdle in vulkan queue flush 2018-12-13 23:43:20 +00:00
baldurk d4242b7cf7 Note that shared resources are now partially supported on D3D12 2018-12-13 23:43:07 +00:00
baldurk 62ba684567 Move Vec4u to a global struct next to Vec4f 2018-12-13 23:43:07 +00:00
baldurk 1cb0f29198 Update channels detail when HDR multiplied text is edited 2018-12-13 18:00:26 +00:00
baldurk a22a32c299 Mark resources as dirty when they become involved in video processing 2018-12-13 16:31:36 +00:00
baldurk 2354deccb5 When clearing initial states on D3D11, handle YUV view formats 2018-12-13 16:06:09 +00:00
baldurk a6a2a7f20c Add helpers to get view cast formats for YUV textures 2018-12-13 16:03:44 +00:00
baldurk 616e5efe03 Fix size calculation for UpdateSubresource on YUV textures 2018-12-13 16:03:12 +00:00
baldurk e34833843c Explicitly disable RT feature query & D3D12.3 (?) interfaces 2018-12-13 12:53:46 +00:00
baldurk 1fc51777d2 Dock live capture windows with capture dialog if visible. Refs #1197 2018-12-13 10:30:01 +00:00