Commit Graph

11222 Commits

Author SHA1 Message Date
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