Commit Graph

12733 Commits

Author SHA1 Message Date
baldurk 2498043374 Add test of standard counters 2021-11-19 11:56:36 +00:00
baldurk 8f51857c69 Test D3D12 placed resources keeping a reference on their heap 2021-11-19 11:22:53 +00:00
baldurk 0ba16d187a Handle B8G8R8A8_UNORM case in DDS load 2021-11-19 11:18:51 +00:00
baldurk 966ab0a738 Add command line option to qrenderdoc to run a script with the UI open 2021-11-17 15:52:52 +00:00
baldurk 888676ecc7 Fix crash reading D3D12 pipeline state from vulkan for compute selector 2021-11-17 13:07:12 +00:00
Mikko Rasa f068494218 Fix signedness mismatches 2021-11-16 17:10:00 +00:00
baldurk 3e8ecc6040 Fix unit test expectations for specialisation constants 2021-11-16 17:09:37 +00:00
baldurk b8f19b3808 Fix serialiser assert firing when writing structured chunk data 2021-11-16 17:09:29 +00:00
baldurk 0f4433f658 Add a test of multiple entry points in a SPIR-V module 2021-11-16 16:27:36 +00:00
baldurk 5312c86592 Remove unused execution modes when removing entry points 2021-11-16 16:27:17 +00:00
baldurk c6a915f4b4 Only use VkPipelineRasterizationStateStreamCreateInfoEXT if stream set 2021-11-16 16:18:30 +00:00
baldurk 9f97419ee4 Fix problem with patching framebuffers in vulkan pixel history 2021-11-16 15:41:13 +00:00
baldurk 751c80af85 Don't use spec constant ID as offset for storage. Closes #2413
* This requires a linear search to get the offset for a constant by ID, but
  hopefully no-one will have so many constants that this becomes an issue.
2021-11-16 15:01:42 +00:00
baldurk 64a7bcc22e Remove VK_KHR_present_wait extension on replay 2021-11-16 11:34:52 +00:00
baldurk 4647492b24 Remove message about binding 0 GPUVA for root parameters
* It's supposed to be legal technically, but it's illegal to dereference so
  dropping these binds is also fine. Since this has caused driver crashes before
  that seems safer.
2021-11-16 11:34:31 +00:00
baldurk 37fd59313b Add a test of vulkan shader debug printf 2021-11-15 16:14:00 +00:00
baldurk 9e5b81471c Clear shader message count cache when resetting event browser 2021-11-15 15:49:28 +00:00
baldurk ff1fc1c20f Test handling of residency refcounting and placed resources on D3D12 2021-11-15 15:07:56 +00:00
baldurk 799f3a806b Add tests of multi-bind GL functions that take NULL arrays 2021-11-15 13:32:10 +00:00
baldurk f96a91a108 Show how to hardcode a single test in the demos project 2021-11-15 13:09:24 +00:00
baldurk 4d2afdeea7 Skip past any undefined descriptor binds when overflowing. Closes #2410 2021-11-15 12:02:24 +00:00
baldurk 9fff431f5a Change recursive chunk assert check
* We don't always start serialising from offset 0, e.g. when streaming or when
  writing initial states directly into a capture file.
2021-11-15 12:00:12 +00:00
baldurk 5b4d6dab63 Implement buffer copy via get function for GL queries. Closes #2409 2021-11-15 11:25:57 +00:00
baldurk 32fd5b5f18 Fix SDK detection on VS2022 where the windows SDK has no 64-bit reg key 2021-11-15 11:02:05 +00:00
Jake Turner a5636c7bec When starting a chunk assert that it starts from 0
Help to catch the mistake of starting a chunk inside an active chunk ie. calling SCOPED_SERIALISE_CHUNK inside an existing SCOPED_SERIALISE_CHUNK
2021-11-15 10:30:29 +00:00
baldurk ae9ce88930 Remove subsampled bit from vulkan images on replay. Refs #2403 2021-11-12 14:11:56 +00:00
baldurk 2e4905a6a8 Ensure that texture views have right texture type recorded. Closes #2408 2021-11-12 11:16:23 +00:00
baldurk 4d906c5007 Check that multiple D3D12 devices with different resources doesn't break 2021-11-11 15:54:47 +00:00
baldurk 3da6a89bfb Test reading from NULL vertex buffer at offset 0 with VK_EXT_robustness2 2021-11-11 15:36:56 +00:00
baldurk 77e11abf07 Test that mapping and unmapping a "persistent" buffer each frame works 2021-11-11 15:20:43 +00:00
baldurk eb96e8007c Fix validation error in VK_Shader_Debug_Zoo 2021-11-11 15:15:50 +00:00
baldurk d0d809f43e Add a test using ~0U for OpVectorShuffle inputs 2021-11-11 15:15:42 +00:00
baldurk 352821026e Add tests that frame 0 can be captured and contains correct events 2021-11-11 14:43:17 +00:00
baldurk 15944e2b41 Patch dynamic rendering depth format for pixel history 2021-11-10 14:34:08 +00:00
baldurk e51f24ee25 Disable extended dynamic states that might mess with pixel history 2021-11-10 14:34:08 +00:00
baldurk da6872065f Add event usage for attachments being cleared with dynamic rendering 2021-11-10 14:34:08 +00:00
Orson Baines 3e8eed172e Add Mesh Viewer axis mapping to vulkan, d3d11, and d3d12 drivers 2021-11-10 10:43:52 +00:00
baldurk 570266702c Enable qualcomm driver bug workaround for all cubemaps
* It seems like the problem isn't related to mips, but to 64x64 dimension faces
  (or smaller). Since it's hard to figure out exactly what the bug is and this
  might break in other scenarios maybe with other texture formats, we fall back
  to enabling the workaround across all cubemaps. This is unfortunate but the
  only way to be reliable.
2021-11-08 12:49:07 +00:00
baldurk 99bbd9e5f0 Don't provide timers for copy-queue command buffers 2021-11-08 11:47:32 +00:00
John Kattukudiyil a2978dc33d readded custom axis mapping button and updated documentation 2021-11-08 11:39:28 +00:00
John Kattukudiyil 5ed073f395 address PR feedback
- create AxisMapping struct and fix camera location issue
- add more detail to axis mapping error message
- fix other minor issues
2021-11-08 11:39:28 +00:00
Orson Baines 35f4fad20e Issue 2322: Configure mesh coordinate system
- Add a new combo box and button to camera settings for mesh viewer
- Add a new dialog window for custom axis mappings
- Implement the axis mappings in gl driver (other drivers to come)
2021-11-08 11:39:28 +00:00
baldurk f7a1414b52 Restore DONT_CARE enum handling. Closes #2405 2021-11-08 10:15:18 +00:00
baldurk a769f3e253 D3D12 placed resources keep a refcount on their heap 2021-11-05 14:15:01 +00:00
baldurk bb3343786b Add support for VK_KHR_dynamic_rendering 2021-11-05 14:15:01 +00:00
baldurk 5bee64904c Add workaround to qualcomm bug reading cubemap faces in mips on GLES 2021-11-04 15:25:41 +00:00
Mikkel Gjoel 41d39b58ce Pass range-min/max to ApplyCustomShader
Adding rangeminmax to globals, snippet support and updated docs to match

Fixes bug in replay_output.cpp, causing a crash due to missing texhandle
2021-11-03 20:26:18 +00:00
baldurk d4a5592780 Add functionality to reset an edited shader to original. Closes #2334
* We also add the ability to toggle on/off the replacement being active without
  needing to intentionally add a compile error (and this also makes it more
  explicitly clear when the shader replacement is enabled or not. This could be
  useful for quick A/B testing between the edited version and the original.
2021-11-02 14:09:50 +00:00
baldurk de38cf7b9c Require explicit debug information to support source debugging
* SPIR-V files currently can have source files, but not source debugging
  information, which is a distinction that didn't exist otherwise.
2021-11-02 12:27:42 +00:00
baldurk 33db9be271 Ignore dstArrayElement as descriptor index for inline UBOs. Closes #2401
* dstArrayElement is already accounted for as a byte offset, but shouldn't be
  used to index the descriptor as there's only ever one descriptor.
2021-11-02 11:00:57 +00:00