Commit Graph
10007 Commits
Author SHA1 Message Date
Jeremy Ong 29403836c6 Fix numerous compiler warnings and errors
Depending on OS and compiler, certain types may not be included
transitively by headers that were included previously. This commit
produces a clean build on the latest trunk versions of GCC, Clang,
and QT.
2020-01-16 23:05:58 +00:00
Steve Karolewics 7076e674ca Change boundDescs to a rdcpair to avoid perf issues at runtime
With large bindless descriptor tables, traversing all entries to
fill the boundDescs vector was a perf bottleneck. By switching to
storing the first descriptor pointer and a count, the bottleneck is
eliminated. Traversal during queue submit is slightly more complicated
but the same number of descriptors are visited.
2020-01-16 23:05:46 +00:00
Benson Joeris f12ae2d9fa Fix alignment for mapped memory when loading initial contents
Change-Id: If40878b6b7a190237c3686463c7358bb033c8b06
2020-01-16 23:05:31 +00:00
Benson Joeris 84fd1858ca Fix missing SAMPLER descriptor type
Change-Id: If1e466bb0479fee914e5b8c0cbca5f54b327229d
2020-01-16 23:05:19 +00:00
Aliya Pazylbekova 8891a8d6fd VK pixel history: refactor, and add outline of additional callback
- Add an outline of another callback used to detect which tests
failed.
- Refactor to make it easier to add additional callbacks: add shader
cache to keep track of created shaders and share them between
callbacks.
2020-01-16 23:05:09 +00:00
Aliya Pazylbekova 791d1089b0 Add drawcall callbacks to end and next renderpass cmds
For Vulkan pixel history vkCmdEndRenderPass and vkCmdNextSubpass
can represent a modification, since it might be doing an implicit
image resolve. Pixel history is using drawcall callbacks to figure
out values pre- post- events, and vkCmdEndRenderPass and
vkCmdNextSubpass might be such events.

Also adds clear image usage to vkCmdBeginRenderPass(2) for images that
have VK_ATTACHMENT_LOAD_OP_CLEAR.
2020-01-16 23:04:53 +00:00
Steve Karolewics 1403162a39 Unwrap resource when the application calls AssertResourceState 2020-01-16 12:32:37 +00:00
baldurk b41c36427a Bump version to 1.7 2020-01-15 14:42:42 +00:00
baldurk 0e7f772596 Add Vulkan 1.2 support v1.6 2020-01-15 14:00:30 +00:00
baldurk 2418a8faef Add a per-test duration log when running tests 2020-01-15 11:24:41 +00:00
baldurk 1a2876af62 Disable crash handler on opera as well 2020-01-15 10:02:20 +00:00
baldurk 82fca7d325 Make the display_window.py example quit after a few loops 2020-01-15 10:02:20 +00:00
baldurk 7d22448d3f Sample code should take the capture to load as an argument
* This makes it easier to run the examples from the command line without editing
  them
2020-01-15 09:23:12 +00:00
baldurk adac442411 Add missing call to CombineDepthStencilLayouts
* We need to always do this when submitting possibly split depth/stencil
  implicit transitions, in case the split transitions were actually from the
  same layout and use a combined depth/stencil layout.
2020-01-14 18:45:11 +00:00
baldurk 0b5ac81ff0 Don't get command buffer too early in vulkan replay
* This is because we always submit all command buffers we fetch, and we don't
  want to submit empty command buffers.
2020-01-14 18:02:11 +00:00
baldurk 3d8f9cfade Log instance layers as well as instance extensions 2020-01-14 18:02:11 +00:00
baldurk b34c325f24 Make Iter_test.py load-and-runnable in the UI without breaking autotests 2020-01-14 18:02:10 +00:00
baldurk 506d92fcaf Remove GetTextureCompleteStatus timer 2020-01-14 18:02:10 +00:00
baldurk df266eb04d Fix some version properties in windows resource files 2020-01-14 18:02:10 +00:00
baldurk a2562200f7 Hide update check progress bar even if network error occurred 2020-01-14 18:02:10 +00:00
baldurk 4fd97e8946 D3D12 shared resources are now fully supported 2020-01-14 18:02:10 +00:00
baldurk 5192becb73 Document incomplete texture detection in pipeline state 2020-01-14 18:02:10 +00:00
baldurk 69694ce9d6 Fix crash handler compilation 2020-01-14 18:02:10 +00:00
Benson Joeris fa94424f93 Add split depth/stencil layouts for input attachments
Change-Id: Ie5b2d816873224f0ebcc20000a5987f56769d61a
2020-01-14 18:01:58 +00:00
Benson Joeris a64d0df073 Add input attachment case to vk_separate_depth_stencil_layouts demo
Change-Id: I06273c36cb468eebf360dbd742a8f95b7f9aeeaf
2020-01-14 18:01:58 +00:00
thisisjimmyfb 99cace95cb fixed the problem of glClear not displaying its output fbo 2020-01-14 09:43:28 +00:00
baldurk 1758b32045 Add a test of callstack collection 2020-01-13 19:04:44 +00:00
baldurk f4c864eb3d silence bogus GCC warning 2020-01-13 19:00:04 +00:00
baldurk f4ab28205f Add option to non-interactively resolve callstack symbols
* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk 8e15b1b7fa When using D3D12On7 allow shader editing to fall back to sm5_0
* This should really be configurable to compile with the original shader's
  profile, but for now we do this.
2020-01-13 18:19:54 +00:00
baldurk 90e414d097 Avoid text rendering resources leaking out when using D3D12On7 2020-01-13 18:19:23 +00:00
baldurk 86f39640d0 Add shader editing tests on D3D 2020-01-13 18:18:59 +00:00
baldurk e9182377e5 NULL out connection handle after shutdown 2020-01-13 16:55:05 +00:00
Daniel Craig b3d15996b2 Add headers required to build windows files without precompiled header 2020-01-13 13:02:46 +00:00
baldurk dd6e409bb6 Even though Win32 only has one windowing system, it is supported
* Generic code may be looking for the supported window systems even on windows.
2020-01-10 14:59:14 +00:00
baldurk b450b3ff29 Fix qrenderdoc examples for latest API 2020-01-10 14:59:11 +00:00
baldurk 259f948fdc Combine initial image state barriers as we go
* Rather than forcing image states to completely split then completely merge
  again when the barriers are the same but recorded per-subresource due to
  previous splitting.
2020-01-10 13:23:37 +00:00
baldurk 04bc540851 Check for stale descriptor sets on compute as well as graphics 2020-01-10 13:02:10 +00:00
baldurk bc6401f23a Don't refresh overlay unnecessarily when it's not enabled 2020-01-10 12:55:26 +00:00
baldurk 0b9a4b0100 Add some new shader builtins 2020-01-10 11:22:20 +00:00
baldurk cb0e8958b1 in debug builds don't include resource ID when renaming resources 2020-01-10 11:01:05 +00:00
baldurk 96ae3bddb3 Patch GLSL shaders to at least #version 130 when making separable
* This is needed for the out gl_PerVertex block
2020-01-10 11:00:00 +00:00
baldurk 62911e56e9 Handle vertex shaders with no outputs in GL transfrom feedback
* We just skip the VS out entirely and make sure we still process any
  geometry/tessellation (which could generate output from no inputs).
2020-01-10 10:47:18 +00:00
baldurk d9a39d96da Fix 32-bit compilation 2020-01-09 19:32:06 +00:00
baldurk 284da79a62 Enable VK_KHR_separate_depth_stencil_layouts support 2020-01-09 17:57:19 +00:00
baldurk f68a5b9195 When enabled, track depth and stencil aspect layouts separately 2020-01-09 17:57:19 +00:00
baldurk f95cd087ee Fix replay of vkCmdBeginRenderPass as a lone event
* We need to substitute it for the loadRP version.
2020-01-09 17:57:19 +00:00
baldurk cee81227b0 Handle off-by-one errors when replaying final parts of a subpass 2020-01-09 17:57:19 +00:00
baldurk d671c1ec86 Change DoPipelineBarrier to take a size_t count not uint32_t
* Since we're always passing an array which naturally has a size_t count, this
  makes more sense.
2020-01-09 17:57:19 +00:00
Benson Joeris 6b95072687 Add support for VK_KHR_separate_depth_stencil_layouts
Change-Id: I1bca8f9778651a8a13100eba5f5fc7789dafc880
2020-01-09 17:57:19 +00:00