baldurk
4695259078
Subpass inputs are considered read-only
2020-04-30 18:15:29 +01:00
baldurk
e2fce8cad1
Fix crash if accessed resource is unbound
2020-04-30 18:15:29 +01:00
baldurk
1a057303a2
Don't add Storage to type name for subpass inputs
2020-04-30 18:15:29 +01:00
baldurk
4b3ef6c6f4
Add block decoration when using StorageBuffer storage class
2020-04-30 18:15:28 +01:00
baldurk
f6ec10659d
Tighten up comparisons in Resource_Lifetimes tests
2020-04-30 18:15:28 +01:00
baldurk
fc3980b610
Fix GL_Vertex_Attr_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
0b3b026fdb
Fix VK_CBuffer_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
9c0423506d
Don't test timeline semaphore if it's not supported
2020-04-30 18:15:28 +01:00
baldurk
fb72ecc97d
Add fallback to disable descriptor-heavy parts of shader debug test
2020-04-30 18:15:28 +01:00
baldurk
20e17a3f20
Add a configurable timeout when running demos program
2020-04-30 18:15:28 +01:00
baldurk
94be1b8ce8
Fill shader debug fetch descriptors with dummy contents
...
* We need to do this to comply with static use, which is considered *before*
specialization constants have been applied, meaning when we run our gather all
variants must be valid :(.
2020-04-30 18:15:28 +01:00
baldurk
48451793bb
Enable imageCubeArray feature if possible, fallback if not available
2020-04-30 18:12:34 +01:00
baldurk
4bd11e1111
Ensure we have enough descriptors in the pool for debug descriptors
2020-04-30 18:12:34 +01:00
baldurk
408cb10053
Don't create degenerate access chain to load global variable
...
* This seems like it's legal, but let's not do it anyway just in case.
2020-04-30 18:12:34 +01:00
baldurk
811d6323b0
Fail early if required extension/feature isn't available
2020-04-30 18:12:34 +01:00
Julian Meder
7a6326818c
Add support for ID3D12Heap, ID3D12DeviceChild in dx12 OpenSharedHandle
...
Added support for ID3D12Heap and general ID3D12DeviceChild to ID3D12Device::OpenSharedHandle hook.
2020-04-30 18:12:22 +01:00
baldurk
e8f3c547be
Add fallback to remove queue priorities if device creation fails
2020-04-29 22:12:12 +01:00
baldurk
54abdc3d14
Fix racy cross-thread access to target control connection. Closes #1857
2020-04-29 18:48:51 +01:00
baldurk
c02675bcd0
Fix incorrect reflection for 1,1,1 group size compute shaders
2020-04-29 18:48:51 +01:00
baldurk
26aa7fbb1e
Fix handling of pointers into matrix columns
2020-04-29 18:48:51 +01:00
baldurk
2865fe101d
Deduplicate resource accesses by binding not by name
...
* For D3D this should be equivalent since name == bindpoint, but for SPIR-V this
prevents the same binding being loaded into multiple SSA variables from being
added every time.
2020-04-29 18:48:51 +01:00
baldurk
fe882fe872
Default to debug variables panel if there's no high-level debug info
2020-04-29 18:48:50 +01:00
baldurk
1da60805e0
Allow source variable mappings to point to the root of a complex type
...
* For vulkan debugging where high-level variables are not scattered amongst
vectors, there's no point in having the whole tree expanded for source mapping
struct-to-struct or array-to-array.
2020-04-29 18:48:50 +01:00
baldurk
ff07c88a65
Simplify tracking & allocation of pointers
2020-04-29 18:48:50 +01:00
baldurk
75befa30d8
Support workgroup private variables in debugging
...
* We don't simulate other threads so this will be similar to groupshared on
D3D11 which doesn't have accurate contents.
2020-04-29 18:48:50 +01:00
baldurk
2eaeb96799
Add UI to vulkan pipeline state viewer to allow compute debugging
2020-04-29 18:48:50 +01:00
Aliya Pazylbekova
2cb546686b
Vk Pixel History: multi sampled colour
...
Colour only, depth/stencil copy not supported.
This means that we only report pre-mod and post-mod colour values for
events. Since stencil copy is not supported, number of fragments is
not reported, and shader output is not queried.
2020-04-29 18:48:37 +01:00
baldurk
ccab431cd1
Re-enable some warnings in glslang that have been fixed
2020-04-28 18:15:34 +01:00
baldurk
b0aaae0a8a
Update glslang to 8.13.3743. Closes #1851
2020-04-28 18:15:34 +01:00
baldurk
7ef7afc6c6
Fix warning with clang 10
2020-04-28 18:15:34 +01:00
baldurk
63c1ecd89c
Handle vertexOffset properly in mesh decode example. Closes #1852
2020-04-28 18:15:34 +01:00
baldurk
7c265efe2e
Configure ShaderConstant descriptor for vertex inputs
2020-04-28 18:15:33 +01:00
baldurk
d8835126a5
Implement image & buffer atomic operations
2020-04-28 18:15:33 +01:00
baldurk
80e7e27a9e
Fix data type access when accessing scalars in vectors in SSBOs
2020-04-28 18:15:33 +01:00
baldurk
50359b03c9
Be more specific about the 'invalid' bindpoint we want to ignore
2020-04-28 18:15:33 +01:00
baldurk
c3c77a469d
When resetting replay, don't replay draw multiple times
2020-04-28 18:15:33 +01:00
baldurk
638c27d1b7
Check that derivatives come back as valid
...
* We check that derivatives are valid by doing ddx() on the pixel co-ordinate
which should return 1.0. If it doesn't we can't trust the results and it will
cause problems later. This is a known bug on the current public nvidia release
branch which is fixed on the developer branch. Once it's fixed on public we
can have a more user-friendly version number check.
2020-04-28 18:15:33 +01:00
baldurk
7d233f074c
Don't launch pixel history on failure if the feature is not supported
2020-04-28 18:15:33 +01:00
baldurk
84a804f95d
Set byte strides for error case of buffer formatter
2020-04-28 18:15:33 +01:00
Steve Karolewics
ade2325623
Cache resources fetched from the pipe state in the texture viewer
2020-04-28 18:15:20 +01:00
Steve Karolewics
8e988f9045
Eliminate removeIf from barriers that slowed down opening captures
2020-04-28 18:15:20 +01:00
Steve Karolewics
f29fe5864e
Make RichResourceTextMouseEvent only respond to left button clicks
...
Previously it prevented context menus from working when activated over
a rich resource text field.
2020-04-27 18:16:46 +01:00
Steve Karolewics
08d1189d99
Give ShaderViewer its own copy of bindpoint mappings
...
Previously this data was a reference to the current pipeline state, so
when the selected event changed, the ShaderViewer's bindpoint mappings
would be inaccurate.
2020-04-27 18:16:46 +01:00
Steve Karolewics
2c4f2a57a8
Add resource tracking to DXBC shader debugging
...
When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
2020-04-27 18:16:46 +01:00
baldurk
745b65b3d2
Fix sampling from cube textures
2020-04-27 17:03:12 +01:00
baldurk
19bb332207
Fix bug in disassembly and debugging of vectorshuffle
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* Not all vectors are four components, the indices are relative to the number of
components each vector has, not always 0-3 and 5-7
2020-04-27 16:19:38 +01:00
baldurk
67c3f4fe25
Add support for accessing arrays of resources
2020-04-27 15:41:12 +01:00
baldurk
89df575d21
Remove decorations on removed IDs
2020-04-27 15:09:55 +01:00
baldurk
133b8a41b9
Fix handling of column-major matrices in buffer viewer. Closes #1848
2020-04-27 13:46:58 +01:00
baldurk
a7b4fe9167
Don't clamp length against buffer size after applying offset
...
* If we have a given view length that fits in the buffer, we shouldn't apply the
offset before clamping. Instead we apply the offset on the buffer length if
that's what we're using as our size.
2020-04-27 13:03:47 +01:00