baldurk
1a2db41fa8
Work around further broken Intel occlusion queries. Closes #2925
2023-05-16 17:53:16 +01:00
baldurk
f621e5e083
Fix reversed uint/int bindings in glsl custom shader templates
2023-05-16 17:53:16 +01:00
baldurk
e7f3f571d9
Fix QPointer not being properly initialised
2023-05-16 17:53:16 +01:00
nikplu
d57c1068bd
Fix mapping GL_INT_2_10_10_10_REV and GL_UNSIGNED_INT_2_10_10_10_REV
2023-05-15 14:12:20 +01:00
baldurk
6817d07d5e
Increase LZ4 block size to 1MB
2023-05-08 15:51:14 +01:00
baldurk
1f4e83986e
Potential fix for Android thread race condition
...
* Synchronous commands are on the stack, so incrementing the done flag should be
the last thing we do to interact with them. That includes checking for self-
deletion afterwards
2023-05-08 14:23:03 +01:00
baldurk
9a21a66f7c
Fix potential race when destroying windows while command is in flight
2023-05-08 14:23:03 +01:00
baldurk
5b81eff759
Try to avoid timeouts on draws with huge number of instances with GS
2023-05-08 14:23:03 +01:00
Jake Turner
3f72d8fe75
Support launching .app files without NSBundle
...
Downgrade the Error to a Warning and return the .app file path as the executable path
2023-05-06 11:56:44 +01:00
baldurk
279a827c73
Add a function to reset memory blocks without freeing them
...
* This can be used only when all resources are safely freed, but means the
memory can be re-used.
2023-05-05 12:28:35 +01:00
baldurk
3e21a26f84
Delete frame capture chunks once capture has been written
2023-05-05 12:28:35 +01:00
baldurk
1a9f49776a
Use placed resources and batched heaps for D3D12 initial contents
2023-05-05 12:28:35 +01:00
baldurk
d891a31c90
Make android timeouts even more ludicrously generous
2023-05-05 12:28:35 +01:00
baldurk
f413d4d084
Defer memory frees onto a thread
2023-05-05 12:28:35 +01:00
baldurk
6d765b1cc6
Batch padding bytes above 1k
2023-05-05 12:28:35 +01:00
baldurk
ea5240be2e
Try to handle processes on linux that fork without exec
...
* This is common since bash does it, so running a bash script will likely hit
it.
2023-05-05 12:28:35 +01:00
baldurk
eb3fa8dddd
Use strerror over strerror_r which is not consistent
2023-05-05 12:28:35 +01:00
thisisjimmyfb
8f23e3c8f2
fix gles pixelhistory crash
2023-05-05 11:25:00 +01:00
baldurk
8b8067b224
Flush mapped non-coherent memory. Closes #2931
2023-05-04 18:08:48 +01:00
baldurk
8fe6c209f8
Fix infinite recursion on android getting environment variables
...
* We changed all uses of getenv to our Process::GetEnvironmentVariable in
a1422df , but on android this causes an infinite recursion because its
implementation of GetEnvironmentVariable uses LaunchProcess to query for the
variable, which then tries to look up the PATH variable (which does not exist
on android).
2023-05-04 17:28:01 +01:00
baldurk
9e93154383
Fix sphinx rtd theme for new sphinx version
2023-05-01 17:43:49 +01:00
baldurk
b115a6750b
Pass instance to GetInstanceProcAddr fetching vkCreateDevice
2023-05-01 16:28:42 +01:00
leo-paul.couturier
eb643dd76f
add windows.storage.dll to the list of ignored libraries
2023-04-27 10:51:39 +01:00
baldurk
a1422df961
Force use of getenv/setenv directly from libc to avoid bash override
...
* Bash overrides getenv/setenv to look up its own variable set, but breaks since
we need to modify the environment before main() when it initialises its
variable set. Instead what happens is the first setenv initialises that
variable in a blank set and so all subsequent environment variables are NULL.
Then in main() the variable set gets initialised from environ, removing any
changes that were made.
2023-04-26 14:01:54 +01:00
baldurk
9998714b50
Unwrap vulkan fences in present fence information struct
2023-04-26 13:09:30 +01:00
baldurk
0e55a9c0e5
Detect structures with all-NULL members, and display as NULL
...
* This is an implicit transformation that llvm makes normally at constant load
time, we do it only for disassembly.
2023-04-25 17:14:57 +01:00
baldurk
644157be56
0 is not a forward reference in DXIL phi nodes
2023-04-25 17:14:57 +01:00
baldurk
527caea7a8
Handle pointer types being missing from DXIL shaders
...
* Pointer types implicitly referenced by objects but not directly (like global
variable or alloc/gep pointers) are not guaranteed to be present, so we need
to add them ourselves to parse correctly and identically to LLVM.
2023-04-25 17:14:57 +01:00
baldurk
12a963056e
Fix wrong operand being used to look up resources in gather4 opcodes
2023-04-25 17:14:57 +01:00
Jake Turner
e11130580a
Update comments about RDMTL structs
...
Wrong name in comment:
MTLVertexBufferLayoutDescriptor is now MTLVertexDescriptor
Added comments for
FunctionGroup
MTLRenderPassDescriptor
2023-04-25 14:09:01 +01:00
Jake Turner
6dbb7a3a86
Serialisation for MTL::IndexType
2023-04-25 14:09:01 +01:00
Jake Turner
bd545cb9b6
Remove unintentional use of nullptr
2023-04-25 14:09:01 +01:00
eclazi
3a03625651
Update comment
2023-04-25 14:07:38 +01:00
eclazi
e140b6c68d
Add path to DIA SDK dlls for VS 2022 installations
2023-04-25 14:07:38 +01:00
baldurk
dfed2749c9
Fix detection of scalar packing from only matrix layout. Closes #2918
2023-04-25 13:42:17 +01:00
baldurk
894e20c470
Disallow querying for internal D3D interface. Closes #2923
...
* This interface does some undocumented things and then creates unwrapped
resources, which can't be wrapped and hooked. Since the interface is not
public it can't be wrapped safely, and must be blocked.
2023-04-25 11:36:24 +01:00
baldurk
3d5bbb216c
Detect and separately report windows 11
2023-04-25 10:07:25 +01:00
Henry Rose
ae718049f6
correct dynamic rendering stencilAttachmentFormat
2023-04-21 10:32:14 +01:00
baldurk
ba81d81c3a
Fix compile error
2023-04-20 13:56:01 +01:00
baldurk
c520ad0e2b
Fix formatting in ui file
2023-04-20 13:41:49 +01:00
baldurk
90950d9a84
Don't try to render 0x0 thumbnails
2023-04-20 11:24:26 +01:00
baldurk
f129b5c745
Use access chain for looking up builtins from struct. Refs #2911
2023-04-20 11:12:25 +01:00
baldurk
86b575b0e5
Respect drawbuffers when they aren't simple direct 1:1 with attachments
2023-04-17 15:01:20 +01:00
baldurk
1792f9c9ab
Ensure GL pixel history always replays all events even when skipping
2023-04-17 13:41:13 +01:00
baldurk
37a4c195f7
Fix some GL pixel history cases replaying missing draws
2023-04-17 13:41:13 +01:00
baldurk
73b05956b6
Make sure color mask is reset as needed in GL pixel history
2023-04-17 13:41:13 +01:00
baldurk
44e8c9ec20
Fix cases in GL pixel history where state is changed mid-replay
...
* Any places where we interrupt to do some work per draw need to restore the
state properly afterwards.
2023-04-17 13:41:13 +01:00
baldurk
c149b9f2ec
If RestoreDeferredContextState was used a command list is not successful
2023-04-17 11:34:37 +01:00
baldurk
167c88ee41
Handle access chains for input data in vertex shader. Closes #2911
2023-04-17 10:18:27 +01:00
William Pearson
afbe26768d
Draw arrows next to all tool buttons with menus
...
Before, only MenuButtonPopup had an arrow. This makes it more obvious
as to whether the button will immediately do something when clicked or
if it will open a menu to choose a specific action.
2023-04-14 19:04:15 +01:00