baldurk
3021cc9fa4
Add query to see if edited SPIR-V entry points need to list all globals
2021-05-11 11:03:54 +01:00
baldurk
bac34ac84f
Add way to check for existing capabilities
2021-05-11 11:03:54 +01:00
baldurk
645d3763fb
Add method for inserting deferred constants in SPIR-V
...
* Our iterators currently don't update when insertions are made before them, so
adding constants while modifying a function is a problem. However we can just
reserve an ID and add the constant later.
2021-05-11 11:03:54 +01:00
baldurk
6dafc45b8b
Allow custom string argument formatting without va_list
2021-05-11 11:03:54 +01:00
baldurk
40e3de7c13
Disable overwolf fork of OBS
2021-05-10 17:02:49 +01:00
baldurk
732ccb2d89
Fix D3D12_AMD_Shader_Extensions test for DXIL support
...
* We can't build with -O0, it has to be at least -O1 for DXIL. We also need -Ges
/ strictness on both builds.
2021-05-10 17:02:49 +01:00
baldurk
9c50927777
Remove navigation elements on embedded help builds (like htmlhelp)
2021-05-10 17:02:49 +01:00
baldurk
e33263270d
Remove encoding & embedded js that breaks htmlhelp builder
2021-05-10 17:02:49 +01:00
baldurk
b8abb18810
Reset sphinx rtd theme to 0.5.2 with no modifications
...
* The next commit will contain our customisations that we still need for chm, to
make it clearer.
2021-05-10 17:02:49 +01:00
baldurk
95e55549d8
Fix sphinx-paramlinks for sphinx 4.0.0
2021-05-10 17:02:48 +01:00
lizj and Baldur Karlsson
5fde0ad90d
Fix incorrect backcolorPick button state after cancellation
2021-05-10 14:18:19 +01:00
baldurk
633170eb7e
Readback indirect parameters after vkCmdEndRenderPass2
2021-05-06 16:38:01 +01:00
baldurk
20eaae67d6
Add hex float printf support to utf8printf
2021-05-06 14:26:01 +01:00
baldurk
bd3cf5c166
Refactor clamping of masked mapped regions to ensure no OOB writes
2021-05-05 18:17:58 +01:00
baldurk
21a5c1dcab
Better disassembly of NonSemantic.DebugPrintf
2021-05-05 16:08:48 +01:00
baldurk
9822a84ee8
Compile fix
2021-05-04 19:40:28 +01:00
baldurk
015cae07ca
Hook nvEnc open encode session and unwrap device passed in
...
* Newer nvenc seems to check that this device matches resource->GetDevice() for
passed in resources which is reasonable to want, so we unwrap it on the way
in.
2021-05-04 19:07:10 +01:00
baldurk
efd2a50a3a
Use python datetime for calculating durations, not time.time()
2021-05-04 14:12:03 +01:00
baldurk
c7b7d3dbcc
Clamp masked writes to mapped memory region against size. Closes #2268
...
* When manually masking writes to mapped memory with tiled resources we need to
avoid overrunning the bounds of the mapped region.
2021-05-04 12:21:51 +01:00
baldurk
3d2c003348
Sanitise layout when doing discard patterns
...
* This is possible in case an application discards a resource straight into
present layout for some reason.
2021-05-04 10:54:19 +01:00
baldurk
f530392bc1
Check that destroying a command allocator mid-capture works OK
2021-04-30 16:58:55 +01:00
baldurk
2af11c5395
Add test of AMD extensions in D3D12
2021-04-30 16:41:17 +01:00
baldurk
55a6d8092b
Test that memory bound via vkBindBufferMemroy2 is properly captured
2021-04-30 13:44:52 +01:00
baldurk
3d3a9fa585
Make sure spec constants used for mesh fetch don't overlap with user's
2021-04-30 13:22:05 +01:00
baldurk
9d6fe09b62
Test vulkan clear-before-draw overlay works when bindless feedback runs
...
* The first time a draw is selected bindless feedback runs, ensure the clear-
before-draw overlay works even then. This is a little bit of a hack but it
tests for a known issue.
2021-04-30 13:20:45 +01:00
baldurk
f085d1682f
Test stream-created PSOs create correctly
...
* Where possible we test empty AS/MS to ensure they're ignored, though I don't
run any windows versions that support this at the runtime level.
2021-04-30 12:41:22 +01:00
baldurk
cd6b8ade85
Add specialization constants to tests to ensure they are preserved
...
* These canary values must be propagated correctly to derived pipelines (made
with patched shaders etc) or else the shaders disable themselves/misbehave,
which invalidates the test. That way if the test passes we know the
specialization constants were properly propagated.
2021-04-30 11:11:18 +01:00
baldurk
cbb06800ab
Remove unnecessary feature check on MSAA->Array copy
2021-04-30 10:31:08 +01:00
baldurk
9c29ae6393
Check for SRV/UAV typed access to 16-bit types
...
* This is possible on D3D11 but only with certain cap bits, it's simpler to test
on D3D12 and the DXBC debugger will go through the same path for both.
2021-04-29 16:50:12 +01:00
baldurk
7ff6300843
Add test of D3D12 VRS features
2021-04-29 16:18:06 +01:00
baldurk
ce99fd6569
Stringise new D3D12 resource states
2021-04-29 15:36:06 +01:00
baldurk
665c287679
Update toolwindowmanager to 23572b51
2021-04-29 15:31:51 +01:00
baldurk
2ea6d83b60
Handle new DXBC system-value semantics
2021-04-29 13:05:10 +01:00
baldurk
26aa09c665
Refactor D3D12 tests to check for options once in Prepare
2021-04-29 12:52:28 +01:00
baldurk
aac9e762bc
Test that empty execute indirects don't crash
2021-04-29 11:26:14 +01:00
baldurk
f28a3a548f
Remove call to FreeLibrary - GetModuleHandle doesn't add to lib refcount
2021-04-29 10:35:35 +01:00
baldurk
93f0997c12
Fix crash on 32-bit index buffers that are less than 4 bytes in size
2021-04-29 10:25:18 +01:00
baldurk
f9054ffdf4
Create image view on depth/stencil in test to simplify behaviour
2021-04-28 16:30:17 +01:00
baldurk
0c0d57cc70
Add names to VK_Pixel_History test images
2021-04-28 16:30:07 +01:00
baldurk
57edff9f9e
Transition pixel history image to layout matching the current renderpass
2021-04-28 16:29:56 +01:00
baldurk
b70d157a35
Only ignore transitions from undefined current state for partial updates
...
* If the current state of a temporary ImageState is unknown in a renderpass
transition mid-command buffer that means it's a subresource which isn't
touched and we want to skip barriering it. We *don't* want to barrier from
UNDEFINED and discard.
* However if this is a real ImageState which hasn't been initialised, we do want
to do that. So only opt-in to the skipping behaviour in the case we know this
isn't a 'real' ImageState but a temporary tracker.
2021-04-28 16:29:41 +01:00
baldurk
57c22874e3
Add required dynamic state for discard patterns PSO
2021-04-28 16:28:15 +01:00
baldurk
85aef09a5b
Don't rely on depthOut member of DrawcallDescription
2021-04-28 16:19:31 +01:00
baldurk
a252136c81
Handle VK_WHOLE_SIZE in memory flush of mapped tiled memory
2021-04-28 12:35:28 +01:00
baldurk
a4cba2af13
When grabbing D3D12Core also grab D3D12SDKLayers for validation
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* The D3D12SDKLayers needs to match the D3D12Core, so we save both when possible
(the SDKLayers dll might not be loaded during capture but it should be next to
the D3D12Core. On replay if we have one we put it next to the D3D12Core we're
using for replay, and if not we forcibly disable debug otherwise we may crash.
2021-04-28 12:21:57 +01:00
baldurk
aedf0cc701
Handle D3D12 hooked libraries on replay moving in memory on reload
2021-04-28 11:59:10 +01:00
baldurk
6b37477e35
Update d3dcommon.h and stringise new D3D feature level
2021-04-28 11:24:04 +01:00
baldurk
52612c1f66
Apply out-of-bounds index count clamping to VS output
2021-04-28 10:36:59 +01:00
baldurk
2e0af1e3ca
Fix string issues
2021-04-27 17:13:18 +01:00
Jake Turner and Baldur Karlsson
5b2203d9d2
Mac support to get executable path from .app file
2021-04-26 21:58:13 +01:00