baldurk
40f83cfbfd
Fix lag in updating texture viewer display when selecting new draws
2021-01-20 17:15:34 +00:00
baldurk
20d8ae2dcf
Fix display of 3D texture slices when linear sampling
...
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
but we don't want to linear sample across slices. Adding a half pixel offset
in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
Marcin Ślusarz
309a08373b
Put units in table header instead of each row.
2021-01-20 17:15:16 +00:00
baldurk
3d9bba65c8
Fix resizing issue with vulkan scissors display
2021-01-19 17:39:12 +00:00
baldurk
f263e244f4
Tweak allowed memory increase when loading VK_Large_Descriptor_Sets
2021-01-19 17:25:35 +00:00
baldurk
0a5353a398
Test inverse viewport height in VK_Mesh_Zoo, with rendering and picking
2021-01-19 17:20:59 +00:00
baldurk
0c410d40ef
Fix issue showing whole pass in mesh viewer with inverse view height
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* In particular this was breaking if not all draws in the pass used an inverse
view (unlikely in practice, but comes up in our tests).
2021-01-19 17:20:15 +00:00
baldurk
1fe92989b7
Fix aspect ratio calculation for negative viewport height
2021-01-19 17:10:09 +00:00
baldurk
64131e0510
Test vulkan overalys with rasterizer discard and otherwise invalid state
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* E.g. no viewport/scissors bound.
2021-01-19 16:43:57 +00:00
baldurk
d607c7dfaa
Add debug option to log command buffer recording on vulkan
2021-01-19 16:35:02 +00:00
baldurk
ed50a0e01a
Add workaround for Qualcomm driver issue
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* Calling vkCmdSetLineWidth() before binding and dispatching a compute pipeline
seems to crash on Qualcomm drivers. We rarely need to prepopulate dynamic
state without a pipeline bound, so just skip this one state in that case on QC
devices.
2021-01-19 16:25:17 +00:00
baldurk
086b038d0b
Add simple checks for large memory leaks
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* Smaller memory leaks are harder to differentiate from noise, so we go for a
large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk
ac3b923075
Allow querying DXGI swapchains for IDXGIObject & IUnknown
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* This will only work if we still get the expected resource back under the hood
though. Fingers crossed?
2021-01-19 12:06:37 +00:00
baldurk
7125104c3d
Disable buggy bandicam vulkan layer. Closes #2152
2021-01-19 10:25:59 +00:00
baldurk
7e5fc40779
Ignore number of captures made in D3D11_Swapchain_Zoo
2021-01-18 14:18:34 +00:00
baldurk
c1c36f06ba
Handle failed allocation in EXR image viewing path
2021-01-18 13:23:22 +00:00
baldurk
2070e74cf1
Restore image auto-update on change feature
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* This was apparently never ported over to Qt!
2021-01-18 13:22:36 +00:00
baldurk
84dabc7b54
Update buffer size when it resizes mid-capture. Closes #2149
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* We need to be careful with this, as we want to update the buffer's creation
chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk
03db0c480e
Fix override warning
2021-01-15 21:40:24 +00:00
baldurk
ee5d3f5837
Compile fix for linux
2021-01-15 19:32:41 +00:00
baldurk
3d52d5acaf
Change window title to reflect development/release builds
2021-01-15 16:50:48 +00:00
baldurk
474c88a07e
Clamp height to non-zero in GL initial state
2021-01-15 16:50:37 +00:00
baldurk
924c513d70
Fix cases where empty-range ellision in D3D12 pipeline state breaks
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* We can't assume ranges in root signature elements map to shader binding
arrays, there is a many:many relationship (one range can have multiple
elements, or only part of an array, one array can have multiple ranges).
2021-01-15 14:57:34 +00:00
baldurk
6d1e37de3a
Display bind array index in register name on D3D12 pipeline state
2021-01-15 14:14:50 +00:00
baldurk
1ce0958398
Add helper for setting images in labels
2021-01-15 12:36:14 +00:00
baldurk
86ca794494
Add test to check ID3DDeviceContextState refcounting/rewrapping
2021-01-15 11:33:13 +00:00
baldurk
a544223f07
Fix crash when an object is destroyed and re-used mid capture
2021-01-14 22:33:07 +00:00
baldurk
99725b1dc4
Use devicePixelRatioF to calculate texture viewer coords. Closes #2148
2021-01-14 12:03:07 +00:00
baldurk
a083680b08
Test that primitive restart is enabled for either GL state
2021-01-13 16:29:01 +00:00
baldurk
bb5834fd1c
Add test of root signature ranges larger than the descriptor heap
2021-01-13 16:07:43 +00:00
baldurk
edc0d1d46f
Ignore stream-out parameters if no stream-out is enabled on D3D12
2021-01-13 15:54:10 +00:00
baldurk
ec50e9005a
Test inline uniform block descriptors in VK_CBuffer_Zoo
2021-01-13 15:32:09 +00:00
baldurk
beb7c9a636
Don't accumulate references from inline uniform block descriptors
2021-01-13 15:26:22 +00:00
baldurk
92192ef348
Add test to ensure vkBindBufferMemory2 can be split up
2021-01-13 14:48:40 +00:00
baldurk
f5a99d47a2
Update D3D headers in test project
2021-01-13 14:25:54 +00:00
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
fbb17becf9
Only display base filename in loading progress dialog, not whole path
2021-01-13 12:50:34 +00:00
baldurk
0b12a2d16f
Always create RTV for wrapped swapchain buffers even if wrapper exists
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* This can happen if the application calls ResizeBuffers without releasing all
references - the texture is not recreated but we destroyed the RTV, so we need
to create the RTV again.
2021-01-13 12:02:30 +00:00
baldurk
a3007ffa05
Make sure BDA capture/replay bit is enabled
2021-01-13 10:42:46 +00:00
baldurk
76b62ba841
Disable AMD switchable graphics layer
2021-01-12 18:01:57 +00:00
baldurk
29277b93a1
Both PRIMITIVE_RESTART_FIXED_INDEX and PRIMITIVE_RESTART enable restart
2021-01-12 17:16:17 +00:00
baldurk
f717915738
Fix handling of separate debug info around fxc/dxc inconsistencies
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* dxc emits a PDB which contains a stream with the debuginfo DXBC container,
which we expected to happen for fxc too. Instead fxc just emits the bare SPDB
chunk PDB. So we need to try to guess what to expect and/or handle both.
2021-01-12 12:52:26 +00:00
baldurk
8ed47fd75a
Update vulkan headers to 1.2.166
2021-01-11 15:55:21 +00:00
baldurk
b6462b19a9
When flow layout hasn't been visible, be conservative with its size
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* Because the flow layout adjusts to its available size, we instead set it to
minimum size until it's first laid out. Otherwise it can get unreasonably
sized.
2021-01-11 13:58:20 +00:00
baldurk
441be22410
Override QTreeView::moveCursor to fix scrollbar behaviour. Closes #2144
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* This prevents SH_ItemView_ArrowKeysNavigateIntoChildren from causing left-move
from an expanded node to jump immediately to its parent instead of collapsing
it when the scrollbar is not leftmost
2021-01-11 11:45:18 +00:00
baldurk
b487aa85af
Flush pending dead on D3D11 before checking for wrappers. Closes #2145
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* Otherwise we could AddRef() a dead object and then it gets released again for
a double delete.
2021-01-11 11:08:13 +00:00
baldurk
c63d222c69
Update linux build to compile against Qt 5.15.2
2021-01-08 15:39:02 +00:00
baldurk
b0f07dfee4
Fix some style issues with new Qt versions
2021-01-08 15:39:02 +00:00
Dylan Barrie
5eec88fdc7
Fix extra read-only resources displayed in D3D12 Texture Viewer
2021-01-07 21:21:34 +00:00
TheGreatMcPain
bb45e67e30
Fix compile errors when the '-mf16c' CFLAG is enabled.
...
Fixes an issue where 'half.hpp' skips the 'immintrin.h' include
statement if '-mf16c' is used.
(which can happen when using '-march=native')
2021-01-07 00:14:14 +00:00