baldurk
397ea679f5
Handle the present call being within markers
2019-12-02 13:13:59 +00:00
baldurk
6e6c7bac62
Fix old terminology in renderdoccmd documentation
2019-12-02 13:08:19 +00:00
baldurk
01c80c4b14
Don't add vkQueuePresentKHR drawcall while replaying
2019-12-02 13:08:10 +00:00
baldurk
90c4c9855c
Remove unnecessary STL includes from header files
...
* Some of these were leftover and no longer needed, some only needed in a subset
of cpp files.
2019-12-02 11:59:55 +00:00
baldurk
8db0811678
Don't include ostream in rdcstr.h
...
* It's only needed for renderdoccmd and catch tests, so define it locally where
needed.
2019-12-02 11:15:07 +00:00
baldurk
f42d718ffa
Explicitly mark system chunks as internal in their names
2019-12-02 10:59:29 +00:00
baldurk
7aca655ffc
Don't access debug manager when structured exporting
2019-12-02 10:58:37 +00:00
baldurk
5838a33d7e
Don't add array stride until first child struct
2019-11-29 22:41:09 +00:00
baldurk
9e9423db41
Fix 32-bit compilation
2019-11-29 15:02:06 +00:00
baldurk
f3e0d98484
Add out of memory logging on rdcstr/rdcarray
2019-11-29 15:02:06 +00:00
baldurk
41e4f61ea8
Ensure a VAO is bound for depth MSAA<->Array copies
2019-11-29 15:02:06 +00:00
baldurk
267eb7f6ea
Ensure a sized format is used when creating MSAA textures. Closes #1623
...
* If the application used an unsized format like GL_DEPTH_COMPONENT to create
the texture with glTexImage2DMultisample then that's legal, but if we promote
it to glTextureStorage2DMultisampleEXT for DSA we can't continue to use that
unsized format so we need to convert to sized by picking a sensible default.
2019-11-29 15:02:05 +00:00
baldurk
23c3a38496
Create fake buffer for D3D11 UAV hidden counters. Closes #1593
2019-11-29 13:53:45 +00:00
baldurk
af2c0d2012
Add fake expanded root signature into structured data. Closes #1621
2019-11-29 13:53:45 +00:00
baldurk
18a85eed3d
Don't allocate memory for arrays when structured serialising
2019-11-29 13:53:45 +00:00
baldurk
3bf805ec35
Add 'expand all' menu to resource inspector
2019-11-29 13:53:45 +00:00
baldurk
289e159072
Add padding to struct definitions in shaders, for better formatting
2019-11-29 13:53:45 +00:00
baldurk
f514815e3c
Update buffer formatter help text, save its visibility in config
2019-11-29 13:53:45 +00:00
baldurk
e40094691c
Allow EXT|KHR_buffer_device_address
2019-11-29 13:53:45 +00:00
baldurk
e205054317
Add UI support for GPU typed pointers in buffers
2019-11-29 13:53:44 +00:00
baldurk
b3979262a5
Replace FormatElement with ShaderConstant/ShaderVariableType
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* FormatElement is now a static BufferFormatter class to help generate and parse
buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk
4214aa45bf
Fix interpretation of formatted shader variables
2019-11-29 13:53:44 +00:00
baldurk
324b96c977
Remove FormatElement::byteSize(), move to ResourceFormat
2019-11-29 13:53:44 +00:00
baldurk
00170e2ec3
Make GetVariants a free function taking interpreting format directly
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* We also store the format in BufferElementProperties for the buffer viewer
since we'll later remove the ResourceFormat stored in FormatElement
2019-11-29 13:53:44 +00:00
baldurk
77b5c391e9
Check that we handle padding and alignment around structs
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* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
arrays then elements coming after the struct can be packed into the padding
after the last struct element.
2019-11-29 13:53:44 +00:00
baldurk
89d794ed5a
Ensure even for special format GL returns sensible compCount/compType
2019-11-29 13:53:44 +00:00
baldurk
f046423664
Split buffer-centric properties out of FormatElement
2019-11-29 13:53:44 +00:00
baldurk
93add323e5
Disable stdout logging
2019-11-29 13:53:44 +00:00
Steve Karolewics
b1e6b2f13c
Fix D3D12 BeginEvent/SetMarker to use size in bytes
2019-11-28 19:32:08 +00:00
baldurk
b16dda9d4a
Update to vulkan headers 1.1.129
...
* Expand handling for EXT_buffer_device_address to cover
KHR_buffer_device_address
2019-11-27 16:14:40 +00:00
baldurk
b924f84d8d
Apply swizzle on resource parameter when doing loads. Closes #1619
2019-11-27 14:37:33 +00:00
baldurk
24c0b018ea
Fix types used for non-uint types in GL_Texture_Zoo test
2019-11-27 12:06:25 +00:00
baldurk
9f4fb3cd33
Don't lose forced SRGB texture remapping in D3D11/D3D12
2019-11-27 11:07:06 +00:00
baldurk
b0afdd2988
Don't force typecast from real texture when saving overlay/custom shader
2019-11-27 11:06:03 +00:00
baldurk
082521ec24
Fix texture remapping on GL for stencil textures
2019-11-27 11:05:43 +00:00
baldurk
11c39377b1
Handle range adaption in texture remapping
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* This can be used in saving overlays, stencil, etc
2019-11-27 11:05:24 +00:00
baldurk
f7e5199cf4
Clamp out-of-bounds undefined results for resinfo
2019-11-27 11:02:25 +00:00
baldurk
8e338de519
Fix clang compilation
2019-11-27 00:22:47 +00:00
baldurk
31c962bf51
Free undefined image in VK_Image_layouts test
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* The free() function should also destroy the image/buffer not just free the
memory.
2019-11-26 23:42:16 +00:00
baldurk
94ccfd5497
Don't set base/max level for rectangle textures
2019-11-26 17:38:27 +00:00
baldurk
04f349cbe8
Don't transition pArgumentBuffer unless we need to
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* The buffer may be in an upload heap and be invalid to transition.
2019-11-26 17:38:27 +00:00
baldurk
9d34444b85
Ignore VK_SUBOPTIMAL_KHR return value from vkAcquireNextImageKHR
2019-11-26 17:38:27 +00:00
baldurk
7395456b7c
Deliberately leak android tool cache so it doesn't go out of scope
...
* We need this to survive until shutdown, and global destruction order is
undefined.
2019-11-26 17:38:27 +00:00
baldurk
279a2ec69d
Add texture zoo tests
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* These tests ensure that texture rendering works correctly for all different
types of texture types, and for all formats, across different APIs, including
across a remote-proxy connection.
2019-11-26 17:38:27 +00:00
baldurk
938056a67c
Add support for serialising MSAA initial states on GL
2019-11-26 17:38:27 +00:00
baldurk
62dc2c5a91
Check that format/texture is supported on local proxy
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* Even if we can map a remote format precisely to a local API format, that
doesn't mean the local API driver supports it - we need to check, otherwise
force a remap.
2019-11-26 17:38:26 +00:00
baldurk
a4372b2b5f
Fix size calculations in vulkan GetTextureData
2019-11-26 17:38:26 +00:00
baldurk
3daf899cef
Add internal marker for GetTextureData on Vulkan
2019-11-26 17:38:26 +00:00
baldurk
ab74df54ca
Use typecast provided at proxy texture creation time on D3D
...
* When we create proxy textures on D3D we create them as typeless, but this
means we might lose the only time we are told about the type interpretation of
the texture. If we then later get asked to view the texture as typeless, be
sure to use that type info to interpret it, instead of defaulting to UNORM or
FLOAT.
2019-11-26 17:38:26 +00:00
baldurk
186ca30045
Treat binding viewcasts are always definitive
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* On APIs like vulkan the view casting happens from an already typed format, so
don't assume that casts are only applied when the underlying format is
typeless. When a cast is not valid the view format should never be different
from the underlying image format as the API should never make it possible to
validly create or bind a view with a different format.
2019-11-26 17:38:26 +00:00