Commit Graph
6186 Commits
Author SHA1 Message Date
baldurk 3ce4fa3828 Don't try to resolve depth-stencil MSAA images on D3D12 or Vulkan 2019-04-25 15:20:10 +01:00
baldurk 7f785059a7 Add some missing bits from GLbufferbitfield 2019-04-25 15:03:32 +01:00
baldurk d83358f39e Ensure buffers are always mappable for read to fetch data on replay 2019-04-25 13:12:40 +01:00
baldurk 82a35343e6 Only run 'adb root' when getting friendly name
* This avoid spamming adb root into the log often when we only need to run it
  once when a device is first seen.
2019-04-25 12:36:01 +01:00
baldurk a57f174688 Ensure we unwrap textures passed to CopyTex2DMSToArray
* Since this function is called during capture it expects unwrapped parameters.
2019-04-24 13:09:38 +01:00
baldurk 8ffe33767c Handle UNormSRGB in some places that were missing handling 2019-04-23 16:31:18 +01:00
baldurk 8370f99056 Don't unwrap an image that was created unwrapped 2019-04-23 16:24:39 +01:00
baldurk bf2dedefac Don't mark lost references as dirty when deleting resource records 2019-04-23 14:49:54 +01:00
baldurk 9698d0c7b4 Fix adb existence check 2019-04-23 13:39:44 +01:00
baldurk 6540c6e445 Add bounds check when looking up constant buffer on vulkan 2019-04-22 18:39:53 +01:00
baldurk 1b8d2113ca Patch subpass to 0 when fetching tessellation/geometry mesh output 2019-04-22 18:39:53 +01:00
baldurk a1a89824d9 Make sure to process wglMakeCurrent(NULL, NULL) to track active contexts 2019-04-22 18:39:52 +01:00
baldurk d948e692fb Add missing serialise of newly added vulkan pipeline state members 2019-04-22 18:39:52 +01:00
baldurk b0f975714e Ensure initAdb() waits until adb is ready, rather than causing UI stalls 2019-04-22 18:39:52 +01:00
baldurk 9a94ec03cd Add a message if adb couldn't be found, reduce windows error spam 2019-04-22 18:39:52 +01:00
baldurk a6f17578c8 Fix query for depth bounds range values 2019-04-22 18:39:52 +01:00
baldurk 15306fe411 Don't set any RPATH/RUNPATH in librenderdoc.so
* This can cause conflicts with those values set in injected applications, and
  librenderdoc.so doesn't need any runtime paths to locate its dependencies
  (they are all expected global system libraries)
2019-04-13 21:22:38 +01:00
baldurk 615bb9ecad Remove all elements in the signature array that match not just the first
* For gl_ClipDistance etc there could be many entries with the same builtin
2019-04-12 16:51:22 +01:00
baldurk 7e33e1380b Don't try to patch output signature elements that are exploded arrays
* We only want to patch it once, for the original array.
2019-04-12 16:50:56 +01:00
baldurk 04894b4331 Only destroy descriptor resources with bindless feedback if created 2019-04-12 15:00:29 +01:00
baldurk 62b03db531 Fix mismatched wide/narrow string formatting 2019-04-12 11:33:44 +01:00
baldurk e2a7ef3ceb Fix a couple of gcc 8 fall-through warnings 2019-04-12 10:46:39 +01:00
baldurk 09b5b5df8c Fix compilation using cmake 2.8.12 for now. Closes #1350 2019-04-11 12:57:41 +01:00
baldurk 300fe403c2 Add some high-level overview comments to pixel history implementation 2019-04-10 16:04:25 +01:00
baldurk 76ebef4b50 Improve disassembly & reflection of spec constant op based array sizes 2019-04-09 14:35:30 +01:00
baldurk 2f7d6da73c Fix copy-paste error calling wrong object destruction function 2019-04-09 13:54:50 +01:00
baldurk 345d213d8c Only flush persistent maps in glMemoryBarrier when capturing a frame 2019-04-09 11:43:19 +01:00
baldurk eba59ecd39 Enable XFB physical device features if we enable the extension 2019-04-05 16:22:28 +01:00
baldurk 5b10d2f794 When recreating pipelines, don't make them derivatives 2019-04-05 14:23:01 +01:00
baldurk 636b27549d Enable support for EXT_descriptor_indexing. Closes #1111 2019-04-05 09:19:22 +01:00
baldurk f256218e17 Pass bindless feedback data to UI through vulkan pipeline state
* Each binding element within an arrayed descriptor has a bool indicating if
  it's dynamically used or not (which will be set to true if the feedback isn't
  available). Each descriptor has a uint32_t indicating how many elements are
  dynamically used - which is useful for the UI to hide the root of an array
  that has no used elements, or to heuristically decide whether to expand or
  elide the contents.
2019-04-05 09:19:22 +01:00
baldurk 7f56704a92 Feedback dynamic shader access to arrayed descriptors
* We use VK_EXT_buffer_device_address where possible to reduce code complexity &
  increase compatibility, but when not available we reserve a buffer within the
  existing bindings.
* Only array descriptors have the feedback run. Non-array descriptors can still
  be dynamically used/unused but it's expected that there is less pressure to
  trim the list as this would only account for flow control and there is value
  in showing bindings that may be dynamically unused. For arrays the size might
  potentially be extremely large (with 'bindless' type arrays) so reducing it
  only to the set of used items is important.
2019-04-05 09:19:22 +01:00
baldurk 9e4a64e1eb Add locking around access to descriptor set references
* With VK_EXT_descriptor_indexing descriptor sets can be updated while a
  submission is going on, leading to potentially parallel access to the
  references.
2019-04-05 09:19:22 +01:00
baldurk 4ff4a7910e Defer processing dirtied objects in descriptor binds until submit time
* With VK_EXT_descriptor_indexing, the contents of descriptor sets at bind times
  are (conservatively) meaningless as they may be updated/changed right up until
  submit time with the right feature flags enabled. So instead of marking
  resources conservatively dirty at bind time, we do it at submit time. It's
  invalid for an application to except multiple versions of a descriptor set to
  get applied, so sampling once at submit time is sufficient.
2019-04-05 09:19:22 +01:00
baldurk 2c583b66f6 Add initial VK_EXT_buffer_address capture/replay implementation
* The extension is not yet whitelisted as there is no solution currently for
  feedback on used bindings or handling of pointers in data structures within
  the UI or shader reflection.
2019-04-05 09:19:22 +01:00
baldurk 32179d683d Fix idOffsets values when adding OpNops for empty SPIR-V sections 2019-04-05 09:19:22 +01:00
baldurk 046cbf9a42 Disable WGL hooks completely when EGL is hooked. Closes #1336 2019-04-04 18:35:30 +01:00
baldurk f13b7ec102 Don't actually call a flush into GL for "virtual" coherent map flushes 2019-04-04 18:23:48 +01:00
baldurk 045adf41cd Add handling for PVRTC enums on GL 2019-04-04 18:22:40 +01:00
baldurk 7294eb7753 Implement support for VK_EXT_ycbcr_image_arrays 2019-04-04 16:27:20 +01:00
baldurk 60c92b2d84 Implement support for VK_EXT_depth_clip_enable 2019-04-04 16:23:35 +01:00
baldurk 50b0456ae6 Implement support for VK_EXT_pipeline_creation_feedback 2019-04-04 15:50:34 +01:00
baldurk 8f0917e189 Implement support for VK_EXT_host_query_reset 2019-04-04 15:50:34 +01:00
baldurk d351ac9ea4 Update to 1.1.105 vulkan headers 2019-04-04 15:50:24 +01:00
baldurk fb826ee724 Fix the set of queues made available to initial state CONCURRENT buffers
* We don't want to enable all queues on the physical device because not all of
  them are necessarily enabled in the device itself.
2019-04-04 13:11:18 +01:00
baldurk ff5f946e1e Don't transition images to UNDEFINED if that's their initial known state 2019-04-04 13:10:29 +01:00
baldurk f742344c95 Serialise basePipelineIndex properly instead of as empty
* Setting it to empty is invalid for derived pipelines - since we don't want the
  index to be 0 we want to use basePipelineHandle. We patched it to -1 before
  serialising so the value is safe.
2019-04-04 12:31:35 +01:00
baldurk d44a00c898 When replaying specific GL extension functions, check availability
* In theory we should check everywhere on every function otherwise we crash with
  a NULL pointer, but figuring out which functions to check is non-trivial in
  some cases and there's the risk of false positives with fallbacks available
  etc in cases where there are several possible alternatives for a given
  function.
* These checks have been sprinkled around in places where it's safe because
  there's only one implementation of a function that never made it to core, as
  well as the most common problems - glFramebufferTexture2DMultisampleEXT and
  glFramebufferTextureMultiviewOVR/glFramebufferTextureMultisampleMultiviewOVR
  which comes from users mistakenly replaying a mobile capture on desktop. This
  is not expected to work but it shouldn't crash.
2019-04-04 11:49:30 +01:00
baldurk c7ea78022c Identify ARM64 as ARM correctly in machine ident 2019-04-04 11:34:49 +01:00
baldurk 3b4f283719 Fix & clamp array/sample indexing for MSAA array texture display 2019-04-03 16:42:41 +01:00