Kevin McCullough
2f6ed260be
Replacing non-ascii characters with -
2020-07-23 18:26:21 +01:00
baldurk
a10f67f26a
Skip OpLine/OpNoLine that appears before function variable declarations
2020-07-22 20:04:58 +01:00
baldurk
865d39ec44
Bump version to 1.10
2020-07-22 18:48:41 +01:00
baldurk
22dbb188ce
Document the new custom shader directories setting
v1.9
2020-07-22 17:34:40 +01:00
baldurk
5d8d57540b
Update docs as vulkan pixel history and shader debugging are supported
2020-07-22 17:31:20 +01:00
baldurk
8e3d38ce2c
Fix crash if texture is discarded with NULL region (means all discarded)
2020-07-22 13:26:29 +01:00
baldurk
7a1c476ceb
Remove Vulkan shader debugging beta feature flag
2020-07-21 22:36:16 +01:00
baldurk
6c1376fbb9
Add credits note for vulkan pixel history
2020-07-21 19:57:09 +01:00
baldurk
03029a5152
Don't end unbalanced counters while fetching them ourselves on GL
2020-07-21 19:57:09 +01:00
baldurk
0d8c36d6e8
Handle instanced client memory arrays in GL
2020-07-21 19:57:09 +01:00
baldurk
331aabcde6
Include test process output into test log
2020-07-21 19:57:09 +01:00
baldurk
9f4f68a76b
Add an unhandled exception handler on windows to print crashes to output
2020-07-21 19:57:09 +01:00
baldurk
f75c34d3c2
Fix swizzle on resource not being properly applied to ld_raw operations
2020-07-21 19:57:09 +01:00
baldurk
b540f631ab
Don't overwrite idx variable with loop iterator
2020-07-21 19:57:09 +01:00
baldurk
56f1b8c4e8
Fix size clamp being backwards for D3D12 index buffers
2020-07-21 19:57:09 +01:00
Aliya Pazylbekova
109d5e90a9
Remove Vulkan pixel history beta feature flag
2020-07-21 19:56:12 +01:00
baldurk
bf567adea1
Fix backwards finite check in D3D11 shader debugging
2020-07-20 16:31:59 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
6a8e7cbbe5
Fix python examples not being up to date with latest API changes
2020-07-20 10:52:59 +01:00
baldurk
8299fb5039
Add some missing D3D12 bitfield stringise cases
2020-07-20 10:50:57 +01:00
baldurk
fb313a0f54
Respect minImageCount from surface capabilities
2020-07-17 17:09:58 +01:00
baldurk
05e2761fb8
Quantise pixel history depth when doing per-fragment comparisons
2020-07-17 16:53:35 +01:00
baldurk
7a885ae9bd
Tweak ISA checks
2020-07-17 16:53:35 +01:00
baldurk
9506d8e465
Make unbound checkerboard full alpha
2020-07-17 16:53:35 +01:00
baldurk
2bc59d1610
Fix mesh checks for extended dynamic state test
2020-07-17 16:53:35 +01:00
baldurk
a46e86f191
Ensure indirect buffer is properly cleared on first run
2020-07-17 16:53:35 +01:00
baldurk
c6ef3f1006
Properly enable indirect count feature on VK1.2
2020-07-17 16:53:35 +01:00
baldurk
76caaba8bb
Avoid use of EXT_direct_state_access in demos
2020-07-17 16:53:35 +01:00
baldurk
7aa3993a51
Add image name to depth/stencil clear draws
2020-07-17 16:53:35 +01:00
baldurk
845710d58a
Fix compile error in demos on linux
2020-07-17 16:53:35 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* The block index may change between capture and replay, so serialising the
index alone is unstable similar to locations. Program initial states already
serialise by name, but if a capture contains a block binding change mid-frame
this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
...
* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
Steve Karolewics
e176fcb9d7
Fix D3D12 debugging with a texture mapped as UAV
...
The row pitch was not initialized, so any ld_uav_typed instructions
would likely return the wrong data.
2020-07-17 10:21:19 +01:00
baldurk
c912ccc3a8
Fix lookup of source var that references an array
2020-07-16 20:45:20 +01:00
baldurk
1316dbc65b
When iterating captures, don't compare outputs that are uninitialised
2020-07-16 20:45:20 +01:00
baldurk
cccbb18bb9
Initialise local variables with 0xcc as well as global scope variables
2020-07-16 20:45:20 +01:00
baldurk
2c2d70c6ad
Fix assert condition being backwards
2020-07-16 20:45:20 +01:00
baldurk
2a1af6d936
Render more context when getting shader output
...
* This prevents issues where implementations may produce different per-sample
results if the sample mask changes. Since we're not doing anything that would
break by writing multiple samples we can keep the original sample mask.
* We also write the quad neighbourhood for similar reasons.
2020-07-16 20:45:20 +01:00
baldurk
7ab794ffb3
Update vulkan pixel history test to exercise recent changes
2020-07-16 20:45:20 +01:00
baldurk
49788f34a1
Add const overload of subresource state lookup by aspect
...
* We also rename these functions to be distinct, since it's too easy for an
aspect bit to be automatically cast to an aspect index.
2020-07-16 20:45:20 +01:00
baldurk
5a9fe05bb7
Sanitise barrier layouts in vulkan pixel history
2020-07-16 20:45:20 +01:00
baldurk
18f4412813
Don't clear out of bounds when doing renderpass clears on non-0 slices
2020-07-16 20:45:20 +01:00
baldurk
5ef45a3576
Apply output mip/slice when selecting a new texture or new drawcall
2020-07-16 20:45:19 +01:00
baldurk
f49c10bcca
Fix tests that got broken by sharing shaders
2020-07-16 20:45:19 +01:00
baldurk
dbce13e434
Explicitly destroy freed descriptor sets in vulkan pixel history
...
* During replay we don't track which descriptor sets come from which pool, so
when re-allocating we get back duplicate handles. For now since the pixel
history is the only place that needs to reset, we track and manually free
there.
2020-07-16 20:45:19 +01:00
baldurk
78aa55681a
Use original renderpass and framebuffer for per-fragment postmod values
2020-07-16 20:45:19 +01:00
baldurk
93ac1654a9
Add more internal markers for debugging vulkan pixel history
2020-07-16 20:45:19 +01:00
baldurk
4d6d949f42
Manually check depth test to get per-fragment pass/fail
2020-07-16 20:45:19 +01:00
baldurk
a8c97a7530
Save the post-modification fragment depth in D3D11 pixel history
2020-07-16 20:39:25 +01:00
baldurk
7b191861e8
Don't remove replacement when capture is closing
...
* There's no need, and this can cause races.
2020-07-16 20:39:25 +01:00