Commit Graph
13490 Commits
Author SHA1 Message Date
baldurk 1303a50cf5 Sampler tables should not be marked as data volatile (the default) 2022-10-28 14:13:06 +01:00
baldurk 91a77c1698 Re-order builtin inputs to try and avoid suspected AMD driver bug
* In principle the fake SV_ inputs should be able to come in any order, but it
  seems if SV_IsFrontFace is last it can get undefined/wrong results (e.g.
  returning 1 when front-face culling is enabled or vice-versa). Moving it to
  the first seems to fix the issue, and at least shouldn't make anything any
  worse.
2022-10-28 14:12:51 +01:00
baldurk 28b63fe56c Protect against invalid values in view desc for number of mips
* This is mostly relevant for D3D12, where the desc comes from the user and so
  may not be normalised and contain values like 0xffffffff to indicate 'all
  mips' or 'all slices' in the view.
2022-10-28 11:41:43 +01:00
baldurk 6f29b8b939 Work around fxc warnings when building with optimisation disabled 2022-10-27 16:22:54 +01:00
baldurk 3f31671cc3 Use existing depth value to better select candidates for debug on D3D12 2022-10-27 16:05:07 +01:00
baldurk 9e9a333b56 Fix D3D shader debug ddx/ddy being the wrong way around 2022-10-27 16:04:35 +01:00
baldurk d9d06c8390 Fix handling of RANGE_OFFSET_APPEND in multi-type tables in D3D12
* Previously we would only process ranges we were interested in when looking for
  a descriptor, but we need to process all ranges in a table to properly track
  the offset for APPEND.
2022-10-27 11:00:23 +01:00
baldurk 85118ed46c Remove unused variable 2022-10-26 17:47:16 +01:00
baldurk e36c247c6e Upgrade some non-spammy useful log messages from debug logs 2022-10-26 17:09:23 +01:00
baldurk 10d4c69433 Skip unmapped subresources when serialising sparse init states on D3D12 2022-10-26 17:09:05 +01:00
baldurk 4612d71df5 Switch some maps to unordered in resource manager 2022-10-26 13:08:17 +01:00
baldurk 972f56d45a Display type-incompatible bindings overlapping in GL in pipeline view
* This is possible if two sampler uniforms point to the same slot but they are
  not compatible sampler types.
2022-10-21 16:21:34 +01:00
baldurk bdff6cd855 Delete orphaned file 2022-10-20 16:12:34 +01:00
baldurk ea4aa16455 Force custom display shaders VS explicit output location. Closes #2757
* This works around an obtuse GL requirement that explicit locations on one side
  will cause a break in compatibility with the other side, even if dropping the
  location would work otherwise.
2022-10-20 12:50:00 +01:00
baldurk 71684f1003 In VK pipeline view, look up FB from RP attachments. Closes #2756
* Doing this lets us more consistently reference the color attachments in the
  correct indices and makes it easier to match for blends. It also allows the
  user to show unused/empty attachments
2022-10-20 12:36:49 +01:00
baldurk 101dbda8c3 Handle GL hooks called during replay from injected code. Refs #2752 2022-10-18 10:21:04 +01:00
baldurk d024f062c2 Work around gcc 5 false warning 2022-10-14 20:50:51 +01:00
baldurk 33f9f43f7d Handle more than 3 queue family types correctly 2022-10-14 15:18:41 +01:00
baldurk 0dbb38c92e Avoid repeated erase+reorder when resetting pagesets 2022-10-14 14:44:07 +01:00
baldurk e38b4e0fff Add support for VK_EXT_mutable_descriptor_type 2022-10-14 12:06:09 +01:00
baldurk 7798d2e114 Check for shader processing tool failures properly. Closes #2751 2022-10-14 12:00:54 +01:00
baldurk 9a22b2cf46 Remove old android prototyping code 2022-10-14 12:00:54 +01:00
baldurk 835990b052 Ensure texture-generated formats default to scalar packing
* On APIs like OpenGL texture formats (like vertex buffer formats) can be
  tightly packed even in cases that apparently are otherwise not allowed - e.g.
  with fake RGB formats where the stride looks misaligned due to alpha being
  hidden.
2022-10-14 11:51:26 +01:00
baldurk a112e1ad96 Use a default name for un-named children in constant structs 2022-10-13 14:52:37 +01:00
baldurk c5d659b042 Include serialisation version when creating lazy serialiser 2022-10-13 14:43:07 +01:00
baldurk 77a3e11b32 Upconvert initial layouts to GENERAL when promoting loadOp to LOAD
* We were doing this in vkCreateRenderPass but not vkCreateRenderPass2
2022-10-12 17:31:53 +01:00
baldurk 338541cf3f Handle streams properly in vulkan GS output fetch. Closes #2745
* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk 9d18db67a7 Fix some edge case pNext struct usages. Closes #2749 2022-10-12 13:04:34 +01:00
baldurk 048b85ffc8 Fix a problem copying stale reference when adding history modifications 2022-10-10 16:50:13 +01:00
baldurk 5c2c434885 Fix calculation of scalar struct size (it's not aligned up to alignment) 2022-10-10 14:28:26 +01:00
baldurk f3a2d59212 Make sure to account for no-debug fallback device creation on D3D11 2022-10-10 11:39:20 +01:00
baldurk 1ede871bd3 Allow C-style sized types in buffer formatter. Closes #2742 2022-10-10 11:39:20 +01:00
Chang Chen bc00cb3d74 Fix typo. 2022-10-10 11:47:18 +02:00
baldurk 9254eff490 Track IDs created in functions and empty them when they leave scope
* This prevents a use-after-free issue when pointers are stored and the backing
  storage is deallocated, if the function is entered again we try to get the
  previous value to show a variable change an dereference it.
2022-10-07 11:43:22 +01:00
baldurk 18f41c6fb6 Add test of secondary command buffer dynamic rendering 2022-10-07 11:20:06 +01:00
baldurk 5fa549ea8b Handle starting/ending RPs inside secondary cmd buffers. Closes #2740 2022-10-07 11:18:30 +01:00
baldurk 255fb82e7d Don't use primitive restart on helper mesh pipelines 2022-10-07 10:52:44 +01:00
baldurk 198c011e07 Add missing shaders to VS project 2022-10-07 10:52:24 +01:00
baldurk 478ea838dd Update vulkan and SPIR-V headers to latest 2022-10-06 16:48:34 +01:00
baldurk 849fe18ac1 Only find root SRVs when searching for SRVs 2022-10-03 20:10:41 +01:00
baldurk bbc5bd74b9 Return explicit error on creating multiple logical devices. Closes #2727 2022-10-03 20:10:41 +01:00
baldurk 5aafda7202 Clear find results properly between captures. Closes #2734 2022-10-03 20:10:41 +01:00
baldurk c237b70852 Use conservative order for image states updates (see d61f10d) 2022-10-03 20:10:41 +01:00
baldurk aec479700b When forcing all resources in for bindless on D3D12, be more granular
* We only need to force on actual D3D12 resources (buffers and textures) -
  enabling the Ref All Resources also would include all pipelines and other
  objects which do not need to be included and could be quite wasteful.
2022-10-03 20:10:41 +01:00
baldurk b554979534 Skip initial state application for resources that aren't modified or UAV
* If a resource has usage indicating it's used for any kind of direct
  modifications (copies, resolves, rendering, CPU writes) then we know it's
  modified. Any resource which has UAV capability may also be modified - since
  we don't necessarily track all bindings for bindless, and SM6.6 blows that up.
  But any resource that can't be a UAV can only be modified in ways we detect
  directly.
* This is a short-term fix, to improve re-applying redundant data to read-only
  resources. long term we need to rethink how initial states are handled since
  on vulkan and D3D12 initial states are no longer strongly correlated with
  resources that need to be reset every replay.
2022-10-03 20:10:41 +01:00
baldurk 00586c2749 Don't sync every map that we replay with a copy
* We have a simple 16-long queue for command buffers to use, so we only sync
  when we run out.
2022-10-03 20:10:41 +01:00
baldurk 39920c1b71 Show the version running when connecting to incompatible remote server 2022-10-03 20:10:41 +01:00
baldurk 17e2271030 Include atomic and SSBO buffers in GL read-write resources list 2022-10-03 20:10:41 +01:00
David Snopek af854f1823 Add the GL_OVR_* extensions to the list of OpenGL extensions 2022-10-03 14:41:28 +02:00
baldurk dff0196bfb Bump version to v1.23 2022-09-23 16:03:20 +01:00