baldurk
1bec491d90
Add annotation filter function to event browser filters
2026-01-28 14:42:10 +00:00
Remi Palandri
50a0d9c425
automatically show annotation column if requested
2026-01-28 14:42:09 +00:00
baldurk
5c8a4f144b
Add a custom annotation column to the event browser
2026-01-28 14:42:09 +00:00
baldurk
fec285efb7
Add D3D12 support for annotations
2026-01-28 14:42:09 +00:00
baldurk
c26a5405e9
Add GL support for annotations
2026-01-28 14:42:09 +00:00
Remi Palandri
727f450be2
add D3D11 support for annotations on immediate context only
2026-01-28 14:42:09 +00:00
baldurk
c793e9a73e
Add Vulkan support for annotations
2026-01-28 14:42:09 +00:00
baldurk
650458beae
Add helpers for managing annotations in structured data
2026-01-28 14:42:09 +00:00
baldurk
8f0a408a2b
Add a new in-application API for setting user-specified annotations
2026-01-28 14:42:08 +00:00
Aitor Camacho
ba10b62149
Expose Vulkan layer entrypoints for mac
2026-01-27 21:45:06 +00:00
Jake Turner
be8a5f61fc
Spirv Debugger support for SPV_KHR_integer_dot_product
...
OpSDot
OpUDot
OpSUDot
OpSDotAccSat
OpUDotAccSat
OpSUDotAccSat
2026-01-27 16:16:30 +13:00
Jake Turner
e351910071
VK Shader Debug Zoo tests for SPV_KHR_integer_dot_product
...
OpSDot
OpUDot
OpSUDot
OpSDotAccSat
OpUDotAccSat
OpSUDotAccSat
for 8, 16, 32, 64 bit types (signed & unsigned) and packed 32-bit vectors (4x8-bit)
2026-01-27 16:16:29 +13:00
Jake Turner
9c4a62397e
Make VK_Shader_Debug_Zoo fail test not just error
...
Compute tests were resetting "failed" to False
2026-01-27 16:16:29 +13:00
baldurk
ab7e8b0134
Add rule to CONTRIBUTING documentation banning use of LLMs etc
2026-01-26 13:25:21 +00:00
baldurk
738a5c1ea5
Track last descriptor buffer and normal descriptor set binds separately
...
* We need to track these separately because descriptor buffer set invalidation
can lead to empty sets with no valid pipeline layout as the last bound set
(since we can't _clear_ the descriptor sets when descriptor buffers are
invalidated, as there may be a descriptor set binding there). Track these
separately so we can pick the right set to bind from if we don't have a known
pipeline layout, and also handle the case where there are descriptor set
states but the last bound is not valid.
2026-01-26 13:25:21 +00:00
baldurk
55bcd77624
Allow querying device UUIDs too via dxgi GetDevice
2026-01-26 13:25:21 +00:00
Jake Turner
18ab43ae99
Extend the GL shader debugger to handle resource arrays
...
Part of the fixes for Issue 3763
2026-01-26 11:33:09 +13:00
Jake Turner
25da813b40
Extend GL reflection matching to SPIRV reflection for resource arrays
...
GL resource arrays are expanded in the GL reflection i.e. texture[0], texture[1] but they are collapsed in the SPIRV reflection.
For SPIRV resource arrays if matching the full name fails then try to match by the expanded name i.e. texture[<ARRAY_ELEMENT>]
2026-01-26 10:59:50 +13:00
Jake Turner
811c6c6ecc
ShaderViewer uses GetShaderDebugVariable() when matching resource vars
...
This matches how debug variables are matched
This supports source mapping to resources which are a child member of a ShaderVariable i.e. an array element
2026-01-26 10:49:09 +13:00
Jake Turner
0bed011093
GL_Shader_Debug_Zoo Test for read only resource array (sampler2d)
2026-01-26 10:47:55 +13:00
Jake Turner
993842ecf2
Always set the baseType for DXIL debug data DW_TAG_enumeration_type
2026-01-26 10:04:20 +13:00
Jake Turner
d729deec1c
Fix DXIL debugger hang if an unhandled DICompositeType is used
...
There was an infinite loop if the unhandled debug data is mapped to a struct member
2026-01-24 08:17:04 +13:00
Jake Turner
eba1a12648
DXIL Shader Debugger test using enum
2026-01-24 08:17:04 +13:00
qwmnerbvqwmn
80cce82823
Fix a hang when debugging HLSL compute shaders with enum types
2026-01-23 18:15:36 +00:00
qwmnerbvqwmn
67a6f20b6e
Support #pragma once and multiple inclusions in HLSL editing
2026-01-23 03:02:57 +09:00
Martyn Jacques
842d47da96
Avoid address re-use for internal fake backbuffer memory
...
Track fake backbuffer memory as a device address
resource to defer freeing it until the end of the capture
2026-01-23 03:02:29 +09:00
baldurk
8f7208fa02
Add beginsWith helper to rdcinflexiblestr
2026-01-22 12:16:05 +00:00
baldurk
52c54ef476
Don't do anything for releasing special resources on GL shutdown
2026-01-21 14:43:05 +00:00
baldurk
03de856edf
Track CPU-based image layout transitions while idle. Closes #3778
...
* Similar to proper image transitions we must always track the state of images,
even if we only serialise the calls during active capturing.
2026-01-21 11:42:32 +00:00
Jake Turner
6d2fe9d1a4
In Vulkan FlushQ() sync m_PrevQueue if it is active
2026-01-20 06:24:06 +13:00
Jake Turner
6fcd5f03db
GL Shader Debugger support for interpolation qualifiers
...
flat
noperspective
Get the interpolation type from the SPIRV decoration
2026-01-20 06:24:06 +13:00
Jake Turner
1028a7b458
GL_Shader_Debug_Zoo Test for interpolation qualifiers
...
flat
noperspective
2026-01-20 06:24:06 +13:00
Jake Turner
e19f0e9b72
GL Shader Debugger support for bool uniforms
2026-01-20 06:24:06 +13:00
Jake Turner
9678e09f3b
GL_Shader_Debug_Zoo Test for uniform bool
2026-01-20 06:24:06 +13:00
Jake Turner
ba10e3a380
Add D3D11 Deferred context to the ResourceManager
...
ResourceManager::Shutdown() will release it.
2026-01-20 06:24:06 +13:00
Jake Turner
bd2a66b5f0
Add the D3D11 Immediate context to the ResourceManager
...
ResourceManager::Shutdown() will release it.
2026-01-20 06:24:05 +13:00
Jake Turner
5b44a2709b
Use m_BakedCmdBufferInfo to test for push constant descriptor
2026-01-20 06:24:05 +13:00
Jake Turner
b19a453a8c
Fix Vk push constants using the wrong command buffer resource ID
2026-01-20 06:24:05 +13:00
Jake Turner
bf99f6fb6e
Treat ResourceId() as a replay only ID
...
This matches previous behaviour of GetOriginalID() used when checking for live IDs i.e.
(GetResourceManager()->GetOriginalID(id) == id)
2026-01-20 06:24:05 +13:00
Jake Turner
775a9c947f
Vk shader editing: use unreplaced ID of the shader(s) in the pipeline
2026-01-20 06:24:05 +13:00
Jake Turner
ee3b8cf76b
Fix shader editing check for replay pipelines/programs
2026-01-20 06:24:04 +13:00
Jake Turner
1e39c9951e
Always generate resources for D3D11 Proxy device
2026-01-20 06:24:04 +13:00
baldurk
9bef60d6c3
Display source variables mapped to OpUndef as <undefined value>
...
* Undefined values are still 0xccccccccc, since that value can propagate through
operations. But source variables mapped directly to an OpUndef are displayed
in a more semantically clear way.
2026-01-19 13:34:58 +00:00
qwmnerbvqwmn
d32454e8ff
Use UTF-8 encoding in shader viewer to fix character corruption
2026-01-19 19:20:14 +09:00
Remi Palandri
c71f3d504b
fix destroyed BDA buffers staying tracked
2026-01-19 19:18:08 +09:00
Jake Turner
ef0d6737cc
Fix GL GetShaderEntryPoints() when passed in resource is not a shader
2026-01-14 11:26:08 +13:00
MJP
72966f9ba0
Add proper casts when returning the wrapped command queue
2026-01-12 21:54:58 +09:00
MJP
c8596542b6
Use proper interface pointer casting during D3D12 CommandQueue creation
2026-01-12 21:54:58 +09:00
MJP
79350fe512
Add missing IID checks for creating ID3D12CommandQueue1
2026-01-12 21:54:58 +09:00
Jake Turner
075870caf5
Fix replace all message showing N+1 replacements instead of N
2026-01-08 06:58:56 +13:00