Jake Turner
23c7e1cfea
D3D12 Shader Debug Zoo : add a test for Texture2D Store
2024-12-09 14:35:49 +00:00
Jake Turner
0fcecf0a15
D3D12_Shader_Debug_Zoo only do 16bit tests if runtime supports it
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Check using Native16BitShaderOpsSupported
2024-12-09 12:50:43 +00:00
baldurk
acc29c9291
Use unwrapped memory map/unmap functions for GPUBuffer
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* If we use the wrapped functions this can deadlock on the CapTransitionLock
when using GPUBuffers during capture.
2024-12-06 16:25:08 +00:00
baldurk
bc5bd00205
Cap oversized soft-memory allocations at 512MB
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* This allows a larger soft-memory limit without allocating too much memory in
one block, but still allows low soft-memory limits to cap the size of memory
blocks.
2024-12-06 16:25:08 +00:00
baldurk
9703cf23e3
Don't use BeginQuery/EndQuery to initialise AS queries
2024-12-06 15:59:22 +00:00
baldurk
1e977fe889
Use configurable overestimate to account for incorrect maxVertex
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* We do this already on D3D12, this applies the same change to Vulkan -
maxVertex can't really be trusted but we hope it is approximately right or the
VBs are small, we don't want to copy the whole VB since it may be massive.
2024-12-06 15:59:22 +00:00
baldurk
ab6381319f
Skip options5 entirely
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* No longer modifying this one.
2024-12-06 13:38:49 +00:00
baldurk
8de3242825
Enable all features in options5
2024-12-06 13:38:48 +00:00
Jake Turner
c85835ce4b
Enable DXIL Debugging
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Remove config option D3D12_Experimental_EnableDXILShaderDebugging
2024-12-06 11:13:29 +00:00
Jake Turner
f7cc72c9da
DXIL Debugger change SSA lifetime to use block and instruction index
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Use control flow to determine the ordering of ExectionPoint's (block + instruction index)
Can't use pure instruction index because programs do not have to have linear flow and monotonically increasing instruction index
Can assign to an SSA ID at an instruction index larger than when the SSA ID is accessed, as long as the assignment occurs before the access in control flow (block) ordering
SSA ID assignments inside loop blocks are considered to be live until the next uniform block after the loop block the SSA ID assignment occurs in
2024-12-06 11:13:28 +00:00
Jake Turner
933772c3ec
DXIL ControlFlow Updates added IsForwardConnection()
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Cache 2D bool array of IsBlock B in any path ahead of Block A
2024-12-06 11:13:28 +00:00
Jake Turner
2e6368e6c2
DXIL ControlFlow optimisations, new APIs
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Use rdcarray instead of unordered_map, unordered_set for hot containers
Made struct public and added new APIs
rdcarray<uint32_t> GetUniformBlocks();
rdcarray<uint32_t> GetLoopBlocks();
uint32_t GetNextUniformBlock(uint32_t from);
2024-12-06 11:13:28 +00:00
Jake Turner
4102b66ec0
DXIL Debugger Added m_Assigned container
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To track/assert if an SSA ID is used before it has been assigned
2024-12-06 11:13:28 +00:00
Jake Turner
93bba6375d
DXIL disassembly custom decode asint(), asfloat()
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Before:
int _1374 = (int)(_1364); // bitcast
float _1377 = (float)(_1376); // bitcast
After:
int _1374 = asint(_1364); // bitcast
float _1377 = asfloat(_1376); // bitcast
2024-12-06 11:13:28 +00:00
baldurk
87547d6074
x86 compile fix
2024-12-06 11:04:19 +00:00
baldurk
70c6dd32a2
Implement auditing of indirect RT dispatches
2024-12-05 13:31:35 +00:00
baldurk
bdd479a5d4
Use RT indirect estimate directly
2024-12-05 13:31:23 +00:00
baldurk
3366b25f0d
Add appropriate barriers for indirect RT arguments during patching
2024-12-05 13:31:23 +00:00
baldurk
dcf9ef00dc
Fix missing flag to indicate that indirect count buffer is unused
2024-12-05 13:31:23 +00:00
baldurk
e2f67eb9f6
Ignore a couple of DXBC chunks without processing or warning
2024-12-05 13:31:23 +00:00
baldurk
a26e599c02
Rebase addresses to current form in indirect ray dispatches
2024-12-05 13:31:23 +00:00
baldurk
9d698acbf4
Reset lod bias on GL when rendering textures internally
2024-12-05 13:31:23 +00:00
baldurk
4bc41a6296
Fix nv aftermath include order
2024-12-05 13:31:23 +00:00
baldurk
9bc648cf3b
Fix fetching DRED contexts
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* Though these are broken as they are not properly processing BeginEvent strings
which are not packed/encoded
2024-12-05 13:31:23 +00:00
baldurk
72fffe4cf2
Run patching for indirect RT executes while auditing, but don't execute
2024-12-05 13:31:23 +00:00
baldurk
bd286fce81
Sort resources with identical start VAs by size
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* This helps us when looking up a resource by VA to identify the largest one,
though does not handle all cases :(.
2024-12-05 13:31:22 +00:00
Jake Turner
fc31fb377e
DXIL Debugger support for DXOp::CalculateLOD
2024-12-04 15:19:56 +00:00
Jake Turner
c2f752aa29
DXIL Debugger support for CreateHandleFromHeap
2024-12-04 14:55:34 +00:00
Jake Turner
11870b184a
ShaderViewer support for ShaderDirectAccess shader resources
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i.e. D3D12 SM6.6 HLSL Dynamic resources which index directly into the resource/sampler heap and not via shader bindings.
2024-12-04 13:40:17 +00:00
Jake Turner
2bd74fea8e
DXIL Debugger copy the type data from the Phi argument as well as values
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To support the case when the Phi node argument is storing the result from a Handle operation i.e. CBufferLoad, Sample
2024-12-04 09:51:50 +00:00
Jake Turner
81816cc2f9
DXIL D3D12APIWrapper added GetShaderDirectAccess()
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Creates ShaderDirectAccess structure from a DescriptorCategory and DXDebug::BindingSlot
2024-12-04 09:51:50 +00:00
Jake Turner
2d8930d88e
Added D3D12APIWrapper::GetResourceReferenceInfo()
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Gets the resource details for a direct heap access binding
2024-12-04 09:51:49 +00:00
Jake Turner
8d24385f15
D3D12ShaderDebug support for direct heap access bindings
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Added:
D3D12Descriptor FindDescriptor(WrappedID3D12Device *device, const DXDebug::HeapDescriptorType heapType, uint32_t descriptorIndex);
2024-12-04 09:51:49 +00:00
Jake Turner
8e69038ebc
Extend DXDebug::BindingSlot to support direct access heap bindings
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Add new members
HeapDescriptorType heapType;
uint32_t heapIndex;
2024-12-04 09:51:49 +00:00
Jake Turner
140c681e66
DXIL Debugger new struct ResourceReferencceInfo for resource details
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Replaces previous use of DXIL::ResourceReference* which is only available for direct bindings
2024-12-04 08:37:21 +00:00
Jake Turner
dbe18fc7fe
Added ShaderDirectAccess helper struct and ShaderVariable set/get
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ShaderDirectAccess is used to reference resources which are accessed directly from the Shader (not via a direct binding). Shader resource references using direct binding are stored in ShaderBindIndex.
2024-12-04 08:37:21 +00:00
baldurk
61a559a944
Expand cases where we don't hook an already loaded module
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* Some nv libraries like to do this a *lot* for nvapi.dll.
2024-12-03 17:11:21 +00:00
baldurk
d37b0ee00b
Fix issue with iterating actions via previous/next in python
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* We keep parent references when returning child objects via reference/python
object wrappers rather than copying. But when iterating a linked list like the
actions this can produce an incredibly long parent chain and then on
destruction we can stack overflow if the chain is long enough.
2024-12-03 15:01:58 +00:00
baldurk
8d04479d20
Add additional check on index buffer values being out of bounds
2024-12-03 15:01:58 +00:00
Jake Turner
3de21cd16f
DXIL Debugger sort unimplemented DXOp's into three lists
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1. Likely to implement when required
2. Don't know if needs to be implemented
3. No plans to implement
2024-12-03 06:20:36 +00:00
Jake Turner
dc1a7c57db
Update DXIL Global Shader Flags to latest version SM6.8
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For the future display any unknown global shader flags as hex value
Make sure the DXIL debugger line numbers match the disassembly output if there are unknown global shader flags
2024-12-03 06:20:36 +00:00
Jake Turner
8b3a5ee826
DXIL Debugger helper methods to clear/set/get AnnotatedHandle property
2024-12-03 05:47:38 +00:00
Jake Turner
9abacbf6ea
DXIL Debugger removed unused method DebugAPIWrapper::IsResourceBound()
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Also removed associated private helper methods IsUAVBound(), IsSRVBound()
2024-12-03 05:45:50 +00:00
Jake Turner
4532b888ed
Add SM 6.2 and StructuredBuffer<int16_t> to D3D12 Shader Debug Zoo test
2024-12-03 05:21:41 +00:00
Jake Turner
56fffb5dc2
D3D12 Tests add uint32_t compileOptions to Compile()
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Current options are:
SkipOptimie : the default
Enable16BitTypes
2024-12-03 05:21:41 +00:00
baldurk
6d3e08a285
Don't check for transient file's existence
2024-12-02 13:57:41 +00:00
baldurk
06bc5818c2
32-bit compile fix
2024-12-02 13:54:52 +00:00
baldurk
537a19f639
Verify callable shaders (assuming anyone ever uses them)
2024-12-02 13:54:45 +00:00
baldurk
8ed3ff4db3
Increase D3D12 text rendering ring size
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* The RT overlay can use a lot of lines per frame
2024-12-02 13:39:28 +00:00
baldurk
9d3d253642
Don't encode PNG extended thumbnail by default
2024-12-02 13:39:28 +00:00