baldurk
351687eb87
Test that D3D11 shader debugging doesn't internally pollute state
2020-07-31 16:24:59 +01:00
baldurk
ed3163b606
Don't perform library hook on windows when loading as datafile
2020-07-31 14:42:45 +01:00
baldurk
455eddf3b4
Refactor UpdateImageStates to optimise for the case of few updates
2020-07-30 16:37:01 +01:00
baldurk
ee6080eb50
Fix logs for starting frame captures
...
* We don't have the frame number here anymore so don't print it
2020-07-30 15:38:19 +01:00
baldurk
bece22e758
Add some missing filters categorisation for files
2020-07-30 15:34:57 +01:00
baldurk
50cb5a1a9e
Lock resource from mapping when diffing in queue execute. Closes #1998
2020-07-30 11:23:02 +01:00
baldurk
9ce60a0b6e
Test that OpenExistingHeapFromAddress can be captured and replayed
2020-07-29 15:39:04 +01:00
baldurk
d03acd3b6c
Test reading instanced data via client memory pointers in GL
2020-07-29 15:17:45 +01:00
baldurk
c8c281b503
Test swizzles on byte address buffer loads
2020-07-29 14:52:05 +01:00
baldurk
83478602a8
Don't register/unregister frame capturers when swapchains resize
2020-07-29 14:23:34 +01:00
baldurk
5af3a4e23b
Add a debug option to embed the log file in captures
2020-07-29 10:59:18 +01:00
baldurk
23fc093a67
Consistently use original command buffer IDs in maps
...
* If we use the live ID then re-recorded command buffers can cause maps to
slowly grow in size.
2020-07-29 10:43:57 +01:00
baldurk
d020543065
Set -fno-strict-aliasing to prevent gcc from breaking tons of code
...
* Technically the code is incorrect, because the C++ spec is terrible and makes
completely normal things illegal. GCC decides that a couple of % more perf is
worth breaking lots of code, so instead we disable this class of
"optimisation".
2020-07-28 15:30:45 +01:00
baldurk
624da2fb25
Add test that we don't crash on draws with new viewports
2020-07-27 16:17:13 +01:00
baldurk
1c6c671781
Change scissor/viewport count when it's not dynamic state
2020-07-27 16:17:13 +01:00
baldurk
e6a2b94b6f
Disallow closing progress dialogs early
...
* Normally the close button is hidden but some platforms don't allow this.
2020-07-27 16:17:13 +01:00
baldurk
fda371cc6e
Avoid glTextureBufferRangeEXT if range isn't valid
...
* This likely indicates that the non-range variant was used originally.
2020-07-27 16:17:12 +01:00
baldurk
691ee0c348
Don't overwrite GL state when creating text-rendering data. Closes #1994
2020-07-27 16:17:12 +01:00
baldurk
287bb81fca
Add a note about the python module version restriction
2020-07-24 16:33:34 +01:00
baldurk
e147a5a6d1
Test OpLine/OpNoLine being intermingled with function header
2020-07-24 16:33:34 +01:00
baldurk
c161797420
Don't look up viewport if none is bound
2020-07-24 16:33:34 +01:00
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