Commit Graph

42 Commits

Author SHA1 Message Date
Jake Turner 01b9c8234e D3D12 Pixel History support and acknowledgement 2024-03-07 12:52:41 +00:00
baldurk 4524cddca9 Update documentation to account for GL pixel history support 2023-03-31 19:56:04 +01:00
baldurk 72d4d2702d Remove references to Stadia 2022-10-28 15:36:26 +01:00
baldurk 6d5140e5b5 Remove links to deleted wiki pages, and planned/roadmap features doc 2022-03-15 14:34:38 +00:00
baldurk b4e4fed40f Remove path to trust application flushes on coherent maps. Closes #2372
* We used to allow applications to call vkFlushMappedMemoryRanges on coherent
  memory to manually annotate regions of memory that are changed in persistent
  maps, thus avoiding the overhead of RenderDoc needing to check for changes on
  each submit.
* Unfortunately this means that if the application calls flush wrongly then
  changes will no longer appear, even though the application was completely
  correct, if misleading, since by the spec behaviour vkFlushMappedMemoryRanges
  is a no-op on coherent memory so incorrect calls to it make no difference.
* Since applications making use of this are rare or non-existant we just remove
  the optimisation.
2021-09-23 17:37:26 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
baldurk c276d3dc4f Make some misc tweaks and updates to the docs 2021-06-29 16:55:53 +01:00
baldurk cc05b288b6 List sparse resources as supported in the documentation 2021-03-29 12:19:34 +01:00
baldurk 5d8d57540b Update docs as vulkan pixel history and shader debugging are supported 2020-07-22 17:31:20 +01:00
baldurk 2b40de2a6a Update docs about DXIL support 2020-06-19 14:46:00 +01:00
Steve Karolewics 1d579dfb66 Update docs about D3D12 shader debugging support 2020-05-15 19:03:00 +01:00
baldurk 0e7f772596 Add Vulkan 1.2 support 2020-01-15 14:00:30 +00:00
baldurk 4fd97e8946 D3D12 shared resources are now fully supported 2020-01-14 18:02:10 +00:00
baldurk b15c0541f0 Explicitly report sparse features as unsupported on vulkan
* What partial support was there has rotted since vulkan was released. This
  feature is virtually unused so we just disable it being honest.
2019-12-11 15:28:38 +00:00
baldurk 6487acdf0f Fail to capture if Create*PipelineState has no valid shader code
* This typically means that the user hasn't checked correctly for SM6 feature
  support before trying to upload DXIL shader, which will then result in
  unpredictable behaviour or crashes on replay.
* During capture we detect this and flag it in the overlay text, and prevent
  capturing. On capture load we fail to load if we detect such a PSO.
2019-06-27 10:22:13 +01:00
baldurk 25260c29f7 Add mention of Stadia support to README and docs 2019-03-20 05:32:53 +00:00
baldurk e1d39ef23b Don't require ARB_separate_shader_objects on replay
* If it's not available we must also emulate program introspection to get proper
  reflection data.
2019-03-13 11:48:57 +00:00
baldurk 35294607f5 Update docs with new GL extension requirements 2019-02-13 18:50:55 +00:00
baldurk d289d3ac20 Remove requirement for ARB_sampler_objects
* We just modify the texture sampler parameters temporarily and restoring them
  when we're done
2019-02-13 18:50:54 +00:00
baldurk f2d092640f Emulate ARB_vertex_attrib_binding on replay if it's not available
* Fortunately the extension doesn't add any functionality that can't be achieved
  through the old bindings, it's just better decoupled.
* What we do is set up our own VAO attrib/binding tracking, and translate all
  the functions (old and new style) into the equivalent modifications of that
  state, then each time a change happens we flush out the attribs and bindings
  using the old attrib functions.
* We also intercept the queries to the new bindings and return the right values,
  so even if loading a capture that uses ARB_vertex_attrib_binding would work as
  expected (as all the translation to old bindings happens under the emulation
  layer).
2019-02-13 18:50:53 +00:00
baldurk 180b6f7cdc Remove use of shading_language_420pack and explicit_attrib_location
* On GL we can manually set these bindings when needed, and then we don't
  require those extensions.
2019-02-13 18:50:53 +00:00
baldurk d4242b7cf7 Note that shared resources are now partially supported on D3D12 2018-12-13 23:43:07 +00:00
baldurk a1895d8774 MSAA initial states are supported on D3D12 2018-11-30 15:41:12 +00:00
baldurk b5854f0fec Implement VK_EXT_transform_feedback, and use it for mesh output
* For pipelines using tessellation or containing a geometry shader we use
  transform feedback to fetch the output of the vertex pipeline after these
  stages.
2018-10-16 16:53:03 +01:00
baldurk 8410cfd5ab Update documentation for latest code changes and features. 2018-07-18 16:23:11 +01:00
baldurk ae5323bccc Remove mention of single-queue limitation from docs 2018-06-13 17:18:00 +01:00
baldurk 1a9e22e2f2 Correct spelling/grammar mistakes in docs 2018-05-08 14:09:27 +01:00
baldurk a461df2b58 GL non-sharing context support 2018-05-08 11:10:32 +01:00
baldurk 933c00985d Update documentation for v1.0
* Screenshots and icons are updated to latest style
* Many out-dated references and mentions of support updated.
* Documentation added for new windows like resource inspector and
  performance counter viewer, as well as new features like saving
  bookmarks, resource names.
* Added documentation for Android support as well as OpenGL ES support.
2018-02-25 23:27:13 +00:00
baldurk ea95d4e943 Update docs on Qt support 2017-02-23 14:49:58 +00:00
baldurk 86200f1a10 Update documentation with new minimum requirements for OpenGL 2017-01-17 18:59:36 +00:00
baldurk 299e427503 Include D3D12 docs page in the table of contents 2017-01-04 17:11:52 +00:00
baldurk c1591a5fe6 Update docs with D3D12 support and progress on Qt 2016-11-28 12:42:15 +01:00
baldurk b4503f95cf Remove manual html target="_blank" links from documentation 2016-09-27 15:55:53 +02:00
baldurk c587e24509 Add documentation of network capture & replay workflow 2016-08-30 14:39:04 +02:00
baldurk 226ce7a5ce Remove line about missing features that are now implemented 2016-08-30 14:38:07 +02:00
baldurk 8890233fe0 Set external links to open with target="_blank" for benefit of chm
* Without this, the chm viewer attempts to open the external link in its
  own windows. With some ancient IE6 monstrosity. Ouch.
2016-05-16 20:01:17 +02:00
baldurk 8bc80b41b0 Various improvements/tweaks/missing bits/extra links
* General proof-reading pass on the new docs, so some of these issues
  are old and just haven't been noticed before.
2016-05-16 20:01:15 +02:00
baldurk 6c24932746 Vulkan support is no longer planned for future! 2016-05-16 15:42:28 +02:00
baldurk a29bed7a5b Refer to images under correct paths 2016-05-15 21:34:06 +02:00
Matthäus G. Chajdas f04f016a99 Remove "other resources" to flatten the hierarchy a bit. 2016-05-15 21:33:52 +02:00
Matthäus G. Chajdas c04dd86d8d Initial commit of new restructuredtext docs 2016-05-15 21:33:51 +02:00