baldurk
2d668e13b7
Prevent race condition if multiple threads create identical D3D12 object
...
* We use HasWrapper() to deduplicate D3D12 objects which must not be created as
duplicates, but we need to ensure that checking for existing wrappers and
adding a new one all happens atomically with respect to other checks.
2020-01-23 15:51:13 +00:00
baldurk
332925d47e
Handle OpLine/OpNoLine in SPIR-V disassembly
2020-01-23 15:08:02 +00:00
baldurk
0f8c9073b7
Hopefully fix handling of physical device functions in vkGet*ProcAddr
2020-01-23 12:32:04 +00:00
baldurk
4c9bb5d844
Add special push/pop logic for WGL contexts
...
* We can't easily restore the application's context if the DC that was current
has been released. Instead we check to see if the last known window is still
valid - if so, we get the DC handle from it. If not then we assume that
rendering to the application's context setup would have failed so we bind our
own backdoor window (but with the application's context still).
2020-01-22 19:05:53 +00:00
baldurk
14b3a06361
Add test of D3D12 ExecuteIndirect
2020-01-22 19:05:53 +00:00
baldurk
a49f3f5462
Add test of degenerate vertex shaders with no outputs but full GS output
2020-01-22 19:05:53 +00:00
baldurk
9b29c5b35e
Fix selection of MSAA pipeline variant on D3D12
2020-01-22 19:05:53 +00:00
baldurk
d8c112dd78
Don't try to initialise texture when structured exporting on GL
2020-01-22 19:05:53 +00:00
baldurk
6c68576707
Add workaround for strange systems with difficult visualinfo setups
2020-01-22 19:05:53 +00:00
Steve Karolewics
0d2275ac02
Fix pixel pick value in D3D12 with a sRGB target
2020-01-22 19:05:37 +00:00
Aliya Pazylbekova
ea5e63cfa6
VK pixel history: Update which tests failed
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Run the same draw multiple times with an occlusion query and
tweaking the graphics pipeline to figure out which test failed
(if any).
2020-01-22 19:05:25 +00:00
baldurk
9dc53d4dd1
Add a test of D3D12 sharing resources
2020-01-21 18:28:57 +00:00
baldurk
1cb3cd5a1b
Handle replaying captures that use VK_EXT_tooling_info
2020-01-21 18:28:57 +00:00
baldurk
60951195c2
Use VK_EXT_tooling_info in VK_Simple_Triangle
2020-01-21 18:28:57 +00:00
baldurk
a869f12c9c
Update vulkan headers and volk in tests project
2020-01-21 18:28:57 +00:00
baldurk
1a93888999
If no vertex pick result is found in a single instance, return error
...
* We don't want to return that no vertex was found in one particular instance,
as that is misleading.
2020-01-21 18:28:57 +00:00
baldurk
45f983f97b
Fix compilation of GL demo on linux
2020-01-21 18:28:57 +00:00
baldurk
0dd050f785
Add extra warning if target control ident isn't found on linux systems
2020-01-21 18:28:57 +00:00
baldurk
6b1d186e6f
Collapse variable initialisation & assignment into just init
...
* This doesn't make any difference but removes some warnings from PVS Studio and
is slightly cleaner.
2020-01-21 18:28:56 +00:00
baldurk
4a779e371b
Add bracketing to macro use of parameters
2020-01-21 18:28:56 +00:00
baldurk
322e3c667d
Fix some memcpy/pointer access issues identified by PVS Studio
...
* I don't think any of these were bugs, but they're certainly better off being
fixed.
2020-01-21 18:28:56 +00:00
baldurk
7dd116abd4
Remove redundant/tautological comparisons identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
8fa93105f2
Fix some casts/calculations to keep PVS Studio happy
...
* It identifies some potential overflows which we know likely won't happen, but
the fixes are harmless.
* Some issues are definitely bad, though not actual bugs.
2020-01-21 18:28:56 +00:00
baldurk
baac06ca93
Remove redundant/dead code identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
68b9d223b0
Add explicit comparisons where we were implicitly checking for non-zero
...
* This fixes some warnings from PVS Studio, though none of these checks were
actually wrong it's better to be explicit.
2020-01-21 18:28:56 +00:00
baldurk
421201df7a
Fix support for fetching postvs from vertex shaders using subgroups
2020-01-21 18:28:56 +00:00
baldurk
a2ce7215ff
Ensure work is flushed before D3D12On7 presentation
2020-01-21 18:28:55 +00:00
baldurk
22dd60e0f1
Support MSAA backbuffers for headless outputs on D3D12
2020-01-21 18:28:55 +00:00
baldurk
5df64ac8b0
Enable line AA on D3D12 mesh rendering
2020-01-21 18:28:55 +00:00
baldurk
1ff3879815
Don't try to present on D3D12On7 for headless outputs
2020-01-21 18:28:55 +00:00
baldurk
ba9f0c0e89
Make sure replay contexts tidy up share groups correctly
2020-01-21 18:28:55 +00:00
baldurk
db0779e09b
Add test for mesh view - vertex picking and mesh rendering
2020-01-21 18:28:55 +00:00
Steve Karolewics
36e81aba5d
Change SRV/UAV fetching to be on-demand, when needed by an instruction
2020-01-21 18:28:42 +00:00
Steve Karolewics
8fb23b9010
Add SM 5.1 resource binding support to shader debugging
...
With SM 5.1, instructions specify a resource by a logical identifier,
but root signatures specify them with a base register and register
space. Find the appropriate declaration and retrieve the data needed
for resource lookup.
2020-01-20 17:46:16 +00:00
baldurk
a5c54b3ce7
Don't pass event ID to PickVertex()
...
* It's meaningless to try and pick on any other event but the current one
2020-01-20 17:44:34 +00:00
baldurk
a4961df6f0
Don't return an index byte stride if postvs data doesn't use indices
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* Since we use the index byte stride to indicate whether a draw is indexed or
not, returning a valid value here is misleading.
2020-01-20 15:04:14 +00:00
baldurk
2ecee8fc54
Fix D3D error in D3D11_Deferred_Map
2020-01-20 14:57:00 +00:00
baldurk
210626ae18
When updating postvs position/secondary configs, reset camera properties
2020-01-20 14:32:22 +00:00
baldurk
cd3ef3dd55
Fix near/far plane specifiers being backwards
2020-01-20 14:28:59 +00:00
thisisjimmyfb
0734776a49
added test demo and script for opengl backdoor context
2020-01-20 13:41:18 +00:00
thisisjimmyfb
68ea2ddd67
fixed a problem with wglMakeCurrent failing
...
the issue of deleted DC making backdoor context
2020-01-20 13:39:13 +00:00
thisisjimmyfb
c7c929eca9
Backdoor context for opengl resource retrieval
2020-01-20 13:38:30 +00:00
baldurk
11f1f30b46
Fix crash when mapping textures on deferred contexts
2020-01-20 12:23:47 +00:00
baldurk
42841e23be
Expose vulkan layer registration in renderdoccmd on win32. Closes #1690
...
* This is needed so that the functional tests can elevate and run renderdoccmd
to register the vulkan layer, if needed.
* At the same time remove the old spammy message and ignore flag - this dates
back to before the UI existed, and that should be the way users run RenderDoc
generally and it has a good UI for walking through layer registration if
needed.
* The command is always available, but will only show up in help if attention is
needed.
* Also fix registering installs on shared drives.
2020-01-20 11:46:48 +00:00
baldurk
78c68d643a
Fix viewport when rendering custom shader on mips. Closes #1688
2020-01-17 19:53:39 +00:00
baldurk
4895219d59
Disable blending when rendering custom shader output
2020-01-17 19:53:39 +00:00
baldurk
c98500e657
Fix pixel picking from custom shader output in image viewer. Refs #1688
2020-01-17 19:53:39 +00:00
baldurk
ec5e63a53f
Ensure component count is set correctly for special formats. Refs #1688
2020-01-17 19:53:38 +00:00
baldurk
d4e723bfd8
Fix bugs identified by using PVS Studio
...
* A few copy-paste errors, some tautological checks indicating errors, missing
return value checks.
2020-01-17 19:53:38 +00:00
baldurk
cec30d499a
Use ToStr() instead of %llu to format Resource IDs
2020-01-17 19:53:38 +00:00