Commit Graph

10355 Commits

Author SHA1 Message Date
baldurk 3bb57bfed7 Support input source vars referencing complex struct type debug vars 2020-03-18 17:34:59 +00:00
baldurk 9991f216bb Avoid small memory heaps when allocating memory to reduce chance of OOM 2020-03-18 17:34:59 +00:00
baldurk abda2c885b Set GPU-local local flag on GPUBuffers that don't need CPU visibility 2020-03-18 17:34:59 +00:00
baldurk ad44e4dcb6 Fix ConvertComponents and add some unit tests 2020-03-18 17:34:59 +00:00
baldurk cd674539fd Change shader debugging tests to check at runtime if it's available
* The config values can be loaded in the tests now.
2020-03-18 17:34:59 +00:00
baldurk d408f77241 Add configuration system for core renderdoc module
* This allows persistent config storage and registering tweak variables that
  works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
  version releases. This allows for debug-logging tweaks that are available in
  all builds (including nightly builds) for diagnostic purposes, but have zero
  overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
2020-03-18 17:34:59 +00:00
baldurk c0e84875f3 Forward signals/slots as well in ForwardingDelegate 2020-03-18 12:02:13 +00:00
baldurk e276146163 Fix RDHeaderView not properly updating in some cases 2020-03-18 12:02:03 +00:00
baldurk 15a2753d63 Fix stale index hanging around in RDTreeView after change 2020-03-18 12:01:37 +00:00
baldurk f8143c6dc5 Fully and properly disable all Qt deprecation warnings 2020-03-17 18:19:39 +00:00
baldurk 98eba37bfa Set up starting conditions for SPIR-V compute debugging 2020-03-17 18:19:39 +00:00
baldurk 028364910e Refactor ConvertComponent to ConvertComponents
* This way it can ensure that alpha components aren't sRGB corrected, as well as
  handling BGRA swaps and some common packed formats.
2020-03-17 10:39:11 +00:00
baldurk fb3563fb52 32-bit compile fix 2020-03-17 10:15:01 +00:00
baldurk 6e106d4c6c Stream large buffers directly when reading
* This prevents us resizing our read-window to a large size only to read then
  memcpy into place.
2020-03-16 20:01:47 +00:00
baldurk cc64061172 Fix issues with paging in raw buffer viewer 2020-03-16 20:01:47 +00:00
baldurk cdb93609d0 Skip loading event usage for large descriptor arrays on vulkan 2020-03-16 20:01:46 +00:00
baldurk e814d505a9 Drop VK_KHR_driver_properties on replay if it's not available 2020-03-16 20:01:46 +00:00
baldurk b502d64ada Don't read invalid srcOpers when evaluating texture sample operations 2020-03-16 20:01:46 +00:00
Steve Karolewics 67447b7b7e Improve handling of resource arrays for D3D12
When getting read only resources from the pipe state, stitch back up
according to the bindpoint mappings. When displaying resources in UI,
don't traverse unbounded arrays. Fix resource swizzle on load/sample/
gather instructions, which happens on fetch result, not on the source
operand. Added more tests for unbounded arrays and different ways to
index into arrays.
2020-03-16 20:01:30 +00:00
baldurk a344d226ee Fix device memory selection on replay as well 2020-03-16 12:04:41 +00:00
baldurk 4dde584415 Make compression tests a bit more lenient for reduced efficiency 2020-03-13 19:16:28 +00:00
baldurk 4f39279578 When opening a texture in raw buffer viewer, scroll to selected point 2020-03-13 18:00:34 +00:00
baldurk 2375754a8a Increase LZ4 compression acceleration value to 20
* This has minimal effect on compression ratio for a sample workload and a good
  improvement in compression speed.
2020-03-13 13:07:26 +00:00
baldurk 3174ab0db8 Update LZ4 to v1.9.2 2020-03-13 13:06:51 +00:00
baldurk 9f309be350 Print compression percentage when writing RDC files 2020-03-13 12:46:24 +00:00
baldurk 929bcfc0ce Improve memory type selection on vulkan
* The memory properties no longer have bits to be avoided, but instead bits to
  be desired - readback memory type should be cached if at all possible.
2020-03-13 11:59:37 +00:00
baldurk 3bfaf929e6 Add a timer for logging overall capture duration & size 2020-03-13 10:43:00 +00:00
baldurk 233c8bfce1 Use dl_iterate_phdr to generate non-PIE compatible mapping. Closes #1773
* For non-PIE executables /proc/self/maps contains a segment that starts at e.g.
  0x00400000, which is fine, but the offset listed is 00000000 which is not.
* We need to pass absolute addresses to addr2line, so using dl_iterate_phdr to
  iterate ourselves allows us to specify that the offset is 00400000.
* For simplicity and backwards compatibility, we generate the same format as
  /proc/self/maps complete with dummy fields that we don't need. In future this
  could be a more compact representation.
2020-03-12 16:51:19 +00:00
baldurk 40611a3dde Test subresource rendering in overlay tests, remove png comparisons 2020-03-12 16:51:19 +00:00
baldurk 954e29df9e Fix handling of overlays when rendering to mips
* Also removes some unnecessary variations in behaviour between APIs
2020-03-12 15:42:54 +00:00
baldurk 02184b07e7 Support picking from output overlay textures which don't have details 2020-03-12 15:42:54 +00:00
baldurk ea41937617 Support internal test cases which are not registered
* This is useful for large tests like Mesh_Zoo and Texture_Zoo which are API
  independent, which can derive from TestCase to get all the helpers, but then
  not get auto-added until an API-specific test derives from them
2020-03-12 15:42:54 +00:00
baldurk 59ccddf31b Skip all tests first in test runner 2020-03-12 15:42:54 +00:00
baldurk 310011999f Add bounds checking for DDS header values 2020-03-12 11:07:58 +00:00
baldurk b9a9542f3b Ignore maps of READBACK resources on D3D12 2020-03-11 18:00:53 +00:00
baldurk cb94a28768 Create GLES shaders as version 300 if replaying on GL ES 3.0. Refs #1770 2020-03-11 18:00:53 +00:00
baldurk 208a023f12 Fix buffer viewer pagination, allow row offset updates to change page 2020-03-11 18:00:53 +00:00
baldurk b392c07d83 Add tests that use large vertex buffers 2020-03-11 18:00:53 +00:00
baldurk 6ed0bfb08d Fix readbacks of large buffers in D3D12 2020-03-11 18:00:53 +00:00
baldurk 936e6372cb Remove use of 3rdparty/ prefix from includes
* We instead always have 3rdparty/ in the relevant include search paths and rely
  on that. Each library still has its own unique base dir within 3rdparty to
  clarify where the include is coming from.
2020-03-11 18:00:53 +00:00
Jordan Justen cf91e8badf qrenderdoc: Use QMAKE_EXECUTABLE if QT_QMAKE_EXECUTABLE is not defined
Debian's debhelper automatically defines this variable during cross
compilation builds.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
2020-03-11 18:00:42 +00:00
Steve Karolewics c74edcebbd Fix array resource indexing with NonUniformResourceIndex 2020-03-11 18:00:31 +00:00
baldurk 01929040d3 Bump version to 1.8 2020-03-10 15:36:36 +00:00
baldurk a56af589d9 Don't modify descriptor update template while writing. Closes #1765 v1.7 2020-03-09 17:36:56 +00:00
baldurk 107f89048b Fix race condition when keeping D3D12 buffers alive during capture
* There was a gap between stopping active capturing (meaning newly created
  buffers are given an extra refcount) and releasing the extra refcount. Any
  newly created buffers in that gap would still be released but that would mean
  one of the application's ref's is removed, possibly destroying a buffer by
  mistake.
* Instead we keep a specific list of buffers that we're extending so that we
  know that the buffers we release are exactly those we gave extra refs to.
2020-03-09 14:28:03 +00:00
baldurk 4b7c7eaaea Force a full rebuild on android in build scripts
* We still detect the precise same git commit in the android build and skip
  recompiles, which is useful for building android once on one platform and
  sharing it with other host platform builds.
2020-03-09 11:16:57 +00:00
baldurk 5cf93da317 On windows put msbuild log in dist folder 2020-03-09 10:57:05 +00:00
baldurk 5cd04f27a0 Fix some encoding issues with sphinx docs in htmlhelp builder 2020-03-09 10:57:05 +00:00
Steve Karolewics baa7adea30 Implement GetSampleInfo for D3D12 debugging 2020-03-09 10:56:56 +00:00
Steve Karolewics 9b43481234 Prevent crash with OMSetRenderTargets in D3D12 2020-03-07 21:08:32 +00:00