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
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- 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
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* 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