Commit Graph

14166 Commits

Author SHA1 Message Date
baldurk 41d2e69d00 Remove unused lambda captures 2023-11-17 02:00:20 +00:00
baldurk 98dd806298 Remove duplicate docstring 2023-11-17 01:59:18 +00:00
baldurk 3976bba298 Add missing documentation strings 2023-11-17 01:43:19 +00:00
baldurk d171cdb1c6 Fix compilation on 32-bit 2023-11-17 01:39:52 +00:00
baldurk 70b2fac658 Fix compile warning on some D3D12 HLSL compiler versions 2023-11-17 00:47:55 +00:00
baldurk 07b1c3f857 Add options to filter and correlate between task and mesh invocations 2023-11-17 00:47:55 +00:00
baldurk 1df7c1ae81 Implement mesh viewer support for task/mesh shaders 2023-11-17 00:47:55 +00:00
baldurk d898e2ac09 Detect and prevent crashes on broken dxc-produced task shaders 2023-11-17 00:47:55 +00:00
baldurk 8f945ab404 Use shader patching functions to fetch amp. & mesh outputs on D3D12 2023-11-17 00:47:28 +00:00
baldurk 4e12adfab1 Add function to patch mesh shader DXIL to store mesh output
* See equivalent previous Vulkan commit for more notes.
2023-11-17 00:47:28 +00:00
baldurk 882cd8c9ec Add function to patch amp. shader DXIL to feed from buffer 2023-11-17 00:47:28 +00:00
baldurk 980677f50c Add function to patch DXIL to fetch amp. shader outputs 2023-11-17 00:47:28 +00:00
baldurk 2f3a0640f5 Use shader patching functions to fetch task & mesh outputs on Vulkan 2023-11-17 00:47:27 +00:00
baldurk 4a7a9375aa Add a function to store mesh output data
* This function patches a mesh shader to write to BDA instead of the output
  object, as well as storing the vertex/primitive count. It separates indices,
  per-vertex rate outputs and per-primitive rate outputs. The output is stored
  not fully interleaved because we replace pointers in-place and they may be
  combined if an output is a struct.
* If preceeded by a task shader, it will read a per-dispatch offset to account
  for the fact that each task group produces an independent series of mesh
  groups that can't differentiate from each other. Within that set of groups,
  each group assigns its output linearly and this output will potentially be
  sparse as it's sized based on the worst case output.
2023-11-17 00:12:42 +00:00
baldurk 957f330c63 Add function to patch task shader into fixed data feeder
* This task shader is relatively degenerate, it just loads payload & dispatch
  size from a buffer, writes to the payload, and dispatches. Used to
  deterministically replay the same set of tasks as were saved.
2023-11-16 23:44:16 +00:00
baldurk 9996c8c38a Add function for fetching task shader outputs on Vulkan
* We do this by patching the shader to write to BDA pointers instead of Payload
  pointers for all payload pointers, and also store the number of meshes
  dispatched.
* After running this shader we'll read the results back and then feed the data
  back onto the GPU via our own task shader, to ensure we can conservatively
  size the mesh output buffer accounting for whatever task shader expansion
  happened.
2023-11-16 23:44:16 +00:00
baldurk 54fdac1d44 Factor out near/far derivation into common driver code 2023-11-16 23:44:16 +00:00
baldurk b0c97182f6 Implement baseline mesh shader on D3D12 2023-11-16 18:20:24 +00:00
baldurk 5ad3e67a2d Implement baseline mesh shader on vulkan
* This supports capture and replay of mesh draws, shader editing with printf
  support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
2023-11-16 18:20:24 +00:00
baldurk cc80757e4e Add DXIL reflection for task/mesh shaders 2023-11-16 18:20:23 +00:00
baldurk 66d0a10142 Add SPIR-V reflection for task/mesh shaders 2023-11-16 18:20:23 +00:00
baldurk 69dcb42a05 Add enums and API-agnostic handling for new task and mesh shader stages
* The enums are given after compute, to preserve indices for the normal vertex
  pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
  into the `Drawcall` type. This will allow them to be distinguished by API
  backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
  a couple of empty array entries but it should not cause any significant
  issues.
* Shader messages will be identified by group and thread as with compute
  shaders. For mesh shaders there is an additional subdivision to identify them
  by task group, since each task group can submit a grid of mesh groups.
2023-11-16 18:20:23 +00:00
baldurk 788f68a1f7 Improve DXIL bytecode editor
* Add helpers for creating DX op instructions with less boilerplate.
* On encode, strip any unused functions or globals to comply with strict
  DXIL validation requirements.
* Create attribute sets on demand to match functions.
* Add some extra helpers for creating constants, blocks, and patching
  runtime chunk.
2023-11-16 18:20:23 +00:00
Jake Turner 6ea7710380 Use a contrasting fore ground colour for BufferFormat error style
This makes it automatically work for Light or Dark theme
2023-11-16 09:00:14 +00:00
Jake Turner 7d2094d52b Add a link to "below section" to the buffer viewer struct docs 2023-11-16 09:00:14 +00:00
baldurk 2758c080c8 Disassemble inner coverage variable correctly. Closes #3137 2023-11-15 14:51:04 +00:00
baldurk 0ed8c5eb4c Limit device core vulkan version to declared instance version
* This prevents us from returning function pointers that should be NULL for core
  functionality (or promoted extension functionality) which an application may
  see and then try to call. The spec requires us to return NULL for these cases
  (except for non-maint5 future core versions, but we can legally return NULL
  there and that's the correct thing to do as the maint5 feature bit is stupid).
2023-11-15 14:51:04 +00:00
baldurk d9fd975138 Add a test of unmapping read-only persistent buffers on GL 2023-11-15 14:51:04 +00:00
Steve Karolewics caef1b9c69 Add D3D12 per fragment callback for pixel history
This callback gets info for each fragment of a draw during pixel
history, to determine which ones were discarded and why.
2023-11-13 16:26:48 +00:00
baldurk f2c1435a7d Make it more clear that wayland is unsupported at build time. Refs #3124 2023-11-13 11:45:39 +00:00
baldurk 4a1d1896b7 Try to avoid being forced onto unsupported wayland path. Refs #3124 2023-11-13 11:45:39 +00:00
baldurk b2667b4e2e Unmaps of persistently mapped readonly buffers aren't writes. Refs #3124 2023-11-13 11:45:39 +00:00
Jake Turner e9b7dfcc4c Extend D3D12 Depth Test Overlays
Support shader exported depth by replaying using the capture pixel shader to determine passing pixels
2023-11-13 10:56:01 +00:00
jathoma98 bcb7dfd3ae Update stb_image version 2.12 -> 2.28
stb_image v2.12 has a memory corruption bug, updated to v2.28 to fix.

The only real API change is stb_image_resize.h is now stb_image_resize2.h, and stbir_resize_uint8_srgb() doesnt take alpha channels or flags as params.
2023-11-11 13:07:25 +00:00
Steve Karolewics 73c604d2f0 Add D3D12 test failed callback for pixel history
This callback determines which tests passed or failed for a given
draw during pixel history. The set of tests mirrors the Vulkan
implementation, with some adjustments for D3D12 capabilities.
The code for updating PixelModification structs during pixel
history is included as well since they're related.
2023-11-10 09:52:07 +00:00
William Pearson e03d7c9002 Fix links in buffer format help
The buffer format help can be accessed via first opening the raw
buffer viewer (e.g. from the actions section on the texture viewer),
and then clicking the "?" under saved formats. It includes a nice
summary of the format syntax, but says that "Exhaustive documentation
can be found in the online docs." That was supposed to include a link
to https://renderdoc.org/docs/how/how_buffer_format.html, and in fact
it renders as if it were link, but clicking on it did nothing.

This has been fixed by adding `Qt::LinksAccessibleByMouse` and
`Qt::LinksAccessibleByKeyboard` to `textInteractionFlags`, and also
setting `openExternalLinks` to true (which requires use of a
`QTextBrowser` instead of a `QTextEdit`). I left the full list of flags
as `Qt::TextBrowserInteraction` does not include the
`TextSelectableByKeyboard` flag (which seems useful here and was
included before).

I verified that other uses of links work properly via checking all of
them found via `git grep href`:
* CaptureContext: Uses `QMessageBox` which defers to the style's `SH_MessageBox_TextInteractionFlags` which in practice has at least `Qt::LinksAccessibleByMouse`:
  * https://github.com/qt/qtbase/blob/v5.15.11-lts-lgpl/src/plugins/styles/mac/qmacstyle_mac.mm#L2850-L2852
  * https://github.com/qt/qtbase/blob/v5.15.11-lts-lgpl/src/widgets/styles/qcommonstyle.cpp#L5303-L5305
  * https://github.com/qt/qtbase/blob/v5.15.11-lts-lgpl/src/widgets/styles/qfusionstyle.cpp#L3702-L3703
* AboutDialog: sets `openExternalLinks` to true on the `version` and `contact` labels in the ui file
* AnalyticsConfirmDialog and AnalyticsPromptDialog: uses `on_label_linkActivated` as an automatic slot (as it needs custom handling for opening the documented analytics report)
* SettingsDialog: uses `on_analyticsDescribeLabel_linkActivated` as an automatic slot (and only has an internal link for opening the documented analytics report)
* CrashDialog: several different ones:
  * captureFilename works via `on_captureFilename_linkActivated` as an automatic slot (and opens a file in explorer)
  * reportText has `openExternalLinks` in the ui file
  * on_send_clicked uses `RDDialog::information` with an email address, which uses `QMessageBox` (see CaptureContext)
  * finishedText has `openExternalLinks` in the ui file
* ExtensionManager: sets `openExternalLinks` to true on the `URL` and `author` labels in the ui file
* TipsDialog: sets `openExternalLinks` to true on the `tipUrlLabel` label in the ui file
* nv_counter_enumerator.cpp: sets `openExternalLinks` to true on the `counterDescription` label in PerformanceCounterSelection.ui
2023-11-09 17:57:02 +00:00
William Pearson a64c24ff96 Add missing brackets to docs/how/how_buffer_format.rst 2023-11-09 17:57:02 +00:00
Jake Turner 74b0a8b1a7 Small tweaks to GL and HLSL shaders used to copy depth for Depth overlay 2023-11-09 15:10:54 +00:00
Jake Turner e1e179bd53 Extend D3D11 Depth Test Overlay
Support shader exported depth by replaying using the capture pixel shader to determine passing pixels

Don't write depth or stencil during the reply of failing pixels
No need to restore depth-stencil after replay of failing pixels
2023-11-09 12:05:57 +00:00
Jake Turner 769a2612d9 When loading a layout, force close any orphaned windows
An orphaned window has a NULL parent.
An orphaned window is unable to be re-opened if it already exists in m_ToolWindows because when it tries to raise the existing window it does not have a valid parent
2023-11-09 11:23:48 +00:00
Jake Turner 063a92d930 Update from toolwindowmanager repository @ 4e4280ca78c 2023-11-09 11:23:48 +00:00
Jake Turner 77b2c51355 Logging when layout's are loaded and saved 2023-11-09 11:23:48 +00:00
William Pearson b531fe90a8 Update Android SDK/JDK setting tooltips to match RDOC_CONFIG
Previously, the SDK tooltip was inconsistent between the label and the
text field/button, with the latter incorrectly saying the location of
adb.exe should be used. There also was no description at all for the
JDK option.

I've copied the descriptions from the RDOC_CONFIG macros in
android_tools.cpp, which should make it easier to set these correctly.
2023-11-09 10:15:45 +00:00
William Pearson 9cf30b190e Fix crash when descriptor update template uses unreferenced layout
It is possible for the VkDescriptorUpdateTemplateCreateInfo to have its
descriptorSetLayout or pipelineLayout be the only reference to the
corresponding object, as vkCmdPushDescriptorSetWithTemplateKHR and
vkUpdateDescriptorSetWithTemplate only require that the actual layout
matches/is compatible with the one used by the template. Before, there
was no dependency from the update template to the layout, so if it was
the sole use of a layout, the layout would not be saved in the capture,
resulting in a crash during playback.

This change also modifies the vk_parameter_zoo to test this case. With
those modifications, the change to vk_descriptor_funcs is required to
prevent the crash. Note that on my machine, I needed to comment out
other parts of vk_parameter_zoo, or else it would crash (even when
not run under renderdoc) due to driver issues.

For reference:

https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkCmdPushDescriptorSetWithTemplateKHR.html#VUID-vkCmdPushDescriptorSetWithTemplateKHR-layout-07993
https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/vkUpdateDescriptorSetWithTemplate.html#VUID-vkUpdateDescriptorSetWithTemplate-pData-01685
https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkDescriptorUpdateTemplateCreateInfoKHR.html#_members
2023-11-09 10:15:00 +00:00
Dan Hawson 0ff1c66ca7 Removed demos project reference to '.clang-format' file
This was added by mistake in an earlier commit.
2023-11-08 15:25:36 +00:00
Dan Hawson 910f1dcd7e Add new d3d12_multi_wait_before_signal.py test
It's currently forcibly disabled via 'check_support' because it's known
to fail due to the fact that the commands are always serialised and
replayed in submission order instead of the order that respects queues
blocked on fence waits that get signalled later from other queues.
2023-11-08 15:25:36 +00:00
Cam Mannett ec408e21c0 Android extra flags not applied on initial CMake generation
CMAKE_CXX_FLAGS was overwritten if not already in the cache (i.e. when first built).  Presumably down to toolchain loading order.
2023-11-07 19:01:04 +00:00
baldurk b711a0576c Limit how much we allow D3D12 addresses to go out of bounds 2023-11-06 15:31:27 +00:00
Er2 dcbbcee6a8 Add some fixes. 2023-11-06 14:42:45 +00:00
Er2 86cb3ebf80 Add FreeBSD operating system support. 2023-11-06 14:42:45 +00:00