Commit Graph
12493 Commits
Author SHA1 Message Date
baldurk 441ab2520b 32-bit compilation fix 2021-08-12 16:18:34 +01:00
baldurk d851e8de9c Add small optimisation and fix for extremely large ExecuteIndirect calls 2021-08-12 15:17:42 +01:00
baldurk a38ab1b0d3 Handle conservatively marked storage images in assert 2021-08-12 14:11:43 +01:00
baldurk 100ccc9c65 Specify entry point when disassembling with spirv-cross. Closes #2342 2021-08-11 21:53:15 +01:00
baldurk c2e5d2a7fb Allow find text to be preserved when closed and reopened 2021-08-11 18:11:23 +01:00
丛越 752c839072 Fix missing D3D12 counter
Improve D3D12 action callback match the Vulkan callback.

1.D3D12 action callback add Misc type callback to process copies/clears/etc actions.
2.D3D12GPUTimerCallback, D3D12AMDActionCallback, D3D12QuadOverdrawCallback and D3D12InitPostVSCallback implement Misc type callbacks.
3.Modify D3D12CommandData::HandlePreCallback to be consistent with Vulkan, and add the ActionFlags parameter.
4.Define corresponding macros for the action callbacks of Draw, Dispatch, Execute Bundle, Copy, and Clear commands.
2021-08-11 18:10:40 +01:00
baldurk da4c6497e7 Make D3D12 initial state resource padding more generous 2021-08-10 16:07:38 +01:00
baldurk a2da75c6dd Implement emulated depth readbacks on GL. Closes #2336 2021-08-10 15:38:45 +01:00
baldurk b8fd1fce02 When finding in the event browser, respect the current filter
* This means we'll jump to the nearest _visible_ result, rather than just the
  next result whether or not it's visible. This also applies to EID searches,
  when doing a go-to on a particular EID we'll end up jumping to the next
  visible EID.
2021-08-10 13:53:25 +01:00
baldurk 96408c30d3 Fix backwards compatibility issue loading vulkan captures
* This is a regression _since_ v1.15. In 2bfc3c2 to be precise
2021-08-10 12:20:14 +01:00
baldurk 87e08feb7c Document that only 64-bit x86 is supported on linux. Closes #2332 2021-08-02 22:55:12 +01:00
Pavel Asyutchenko c31c04712d Fix broken capture when app uses dedicated allocation weirdly
Both handles in VkMemoryDedicatedAllocateInfo can be VK_NULL_HANDLE,
specification allows this. Should be safe to ignore struct in this case.
2021-08-02 21:51:36 +01:00
baldurk 93f8a59a8f Linux compile fixes 2021-08-02 16:27:48 +01:00
baldurk 5279b1378d Sort final list of used descriptors in D3D12 shader feedback 2021-08-02 16:24:28 +01:00
baldurk d9a886ee62 Reset current bind every time we iterate over a range for a stage 2021-08-02 16:24:06 +01:00
baldurk 2bfc3c2264 For storage resources be pessimistic about their usage in the frame
* If a storage resource is only referenced in a copy as a destination and gets
  CompleteWrite state, this may be inaccurate because we no longer track
  descriptor set access to images or buffers. That means there could be an
  earlier use of the resource in a read/write fashion but on replay we would
  clear it for initial states.
* For images this is easy as we can fix this up at the end of the frame, for
  memory we need to iterate over all storage buffers and update the memrefs on
  their bindings.
2021-08-02 11:15:24 +01:00
baldurk a3d5404393 Don't use the W from VS input (and VS out with geom/tess) positions
* This allows W to be filled with 1.0 which our mesh viewing shader expects to
  have to be able to multiply by the MVP matrix.
2021-08-02 10:22:40 +01:00
baldurk 7e080857aa Fix an infinite recursion crash when opening the event browser
* If a capture was opened it would recurse between initialising the event
  browser and the marker breadcrumbs.
2021-08-02 10:05:42 +01:00
baldurk 4932f91f28 Fix bindless feedback setting resource arrays as unused in DXIL shaders 2021-07-29 19:31:10 +01:00
baldurk dc68a1d5e1 Fix off-by-one error with indirect count draws on vulkan 2021-07-29 15:37:13 +01:00
baldurk 9655a029a9 Handle fake markers in timeline bar. Closes #2327 2021-07-29 12:51:47 +01:00
TotalCaesar659 4d31495b25 Update URLs to HTTPS 2021-07-29 11:57:56 +01:00
baldurk 715caed7a0 Bump version to 1.16 2021-07-28 17:14:09 +01:00
baldurk a490606012 Handle D3D12 CreateConstantBufferView with a NULL desc v1.15 2021-07-28 14:01:13 +01:00
baldurk a516c2d483 Disable view instancing on D3D12 for postvs
* It's unclear if this is supposed to be legal or not, and if it is legal then
  how the output is arranged.
2021-07-28 13:02:19 +01:00
baldurk 210f391901 Mark parameters in internal chunks as unimportant
* This prevents overly-inlining in the event browser.
* Also ensure internal chunks are prefixed with Internal:: consistently.
2021-07-28 11:37:14 +01:00
baldurk faebd8b3c7 Fix old breadcrumbs persisting into new captures 2021-07-28 11:37:14 +01:00
baldurk 88d005d945 Update python examples to work with latest code 2021-07-28 11:37:14 +01:00
baldurk 97a83f4dc4 Fix a crash with action durations if there are fake markers added 2021-07-28 11:37:14 +01:00
baldurk 4bb3286d05 Reset action timings when eventbrowser model is reset 2021-07-28 11:37:14 +01:00
baldurk 514f05876f Mark D3D12 shader feedback as non-experimental 2021-07-28 11:37:14 +01:00
baldurk 63e5448275 Fix naming of resource usage on GL/Vulkan 2021-07-28 11:37:14 +01:00
baldurk 50219acaf9 Fix crash when tests are run on linux 2021-07-28 11:37:14 +01:00
baldurk 08b0a1d7ea Fix use-after-free on temporary vector 2021-07-28 11:37:13 +01:00
baldurk d0acc2a349 Fix display of typed buffers in D3D pipeline state viewer 2021-07-28 11:37:13 +01:00
baldurk d2a03c6e06 Fix filling in missing components on typed buffer loads 2021-07-28 11:37:13 +01:00
Jake Turner 076b2827c6 Fixed unused variable warnings when compiling with VS 2022 compiler
Debug & Release builds for renderdoc.sln and demos.sln
2021-07-28 11:06:53 +01:00
baldurk 03648a9580 Serialise out empty map writes. Closes #2323 2021-07-23 13:18:51 +01:00
baldurk 34a65857b1 Use custom sort on shader messages for location/workgroup
* The default sorting is purely text based so 1,0,0 is followed by 10,0,0 not
  2,0,0. We customise the sort so it does the right thing per-column.
2021-07-23 12:01:41 +01:00
baldurk 58afe63fe6 Fix export of shader messages from compute dispatches. Closes #2324 2021-07-23 11:48:07 +01:00
baldurk 4c4b0c58ec Fix 0-based line numbers in shader viewer find results
* Scintilla lines are numbered from 0 but for user display we want to be
  1-based.
2021-07-22 11:57:12 +01:00
baldurk bef75ce7fa Add export options and multi-select to shader msg viewer. Closes #2321 2021-07-22 11:41:20 +01:00
baldurk f06171f733 When copy-pasting from a treeview, trim each line individually
* This helps with views that have icon-only columns at the start or end, which
  would generate unnecessary whitespace when copying multiple lines.
2021-07-22 11:08:28 +01:00
baldurk 92efebd5f0 Fix some errors from unhandled PDB data 2021-07-21 15:55:08 +01:00
baldurk 0d0ed26fb0 Handle 0xFFFFFFFF as a component in OpVectorShuffle 2021-07-21 14:22:57 +01:00
baldurk 121c1ce067 Don't run shader feedback if there's no root signature bound 2021-07-21 14:17:15 +01:00
baldurk d6e51d0fb6 Check the D3D12 DLL can be loaded before using it
* It looks like some versions of the D3D12 DLL can't be loaded on all versions
  of windows (they require entry points and/or DLLs that don't exist).
2021-07-21 14:17:06 +01:00
baldurk 2e1b49dd14 Remove signature check of d3d12sdklayers.dll as it's not always signed 2021-07-21 14:16:10 +01:00
baldurk 124d0e71b6 Implement more flexible step/run options. Closes #2276 Closes #2312
* We split stepping for source debugging into step over/into/out depending on
  how it handles function calls. Step Into is the same behaviour as before - it
  steps to the next source line executed regardless of if it's inside a function
  call. Step Over is similar but will not enter function calls. We define that
  as the callstack growing (so staying the same or shrinking - returning from a
  function - is OK), and this is as accurate as the underlying debug
  information. Step Out will run until the callstack shrinks, i.e. returning
  from a function.
* This is a slight behaviour change of keyboard shortcuts - F10 was effectively
  doing step into and will now step over. F11 will step into which is the old
  behaviour.
* All these variants have backwards versions, and to remain consistent we keep
  the shift modifier as forwards/backwards. This differs from visal studio where
  step out is shift-F10.
* The seems like the best balance - using any other variant would likely confuse
  muscle memory of anyone used to visual studio (where these shortcuts are
  intended to mimick), if only because F10 would be step into whether or not F11
  is used for step over or some other key which would likely be even more
  confusing either way. Trying to twist to use Shift-F10 for step out would be
  inconsistent with the other backwards running operations and likely cause more
  confusion than it saves in matching VS's shortcuts exactly. Also an accidental
  Shift-F10 is not too destructive, the user can realise it didn't Step Out
  forwards, and press Ctrl-F10 or look up the button.
* The hope is that most likely people doing source debugging and familiar with
  these keys expect F10 to step over, so the previous behaviour was unexpected
  but easy to work around, and that changing the meaning of the key won't
  disrupt them. Or at least the disruption is less than other alternatives.
2021-07-21 13:39:26 +01:00
baldurk 5d78cc9334 Update toolwindowmanager to dcb8d74 2021-07-20 18:19:50 +01:00