baldurk
4895219d59
Disable blending when rendering custom shader output
2020-01-17 19:53:39 +00:00
baldurk
c98500e657
Fix pixel picking from custom shader output in image viewer. Refs #1688
2020-01-17 19:53:39 +00:00
baldurk
ec5e63a53f
Ensure component count is set correctly for special formats. Refs #1688
2020-01-17 19:53:38 +00:00
baldurk
d4e723bfd8
Fix bugs identified by using PVS Studio
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* A few copy-paste errors, some tautological checks indicating errors, missing
return value checks.
2020-01-17 19:53:38 +00:00
baldurk
cec30d499a
Use ToStr() instead of %llu to format Resource IDs
2020-01-17 19:53:38 +00:00
baldurk
4a587da167
Account for byte offset when expanding arrays in bufferviewer formatter
2020-01-17 19:53:38 +00:00
baldurk
e347912479
Don't set TextureCategory::SwapBuffer on image viewer texture
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* This prevents toggling linear/gamma display because swap buffers are always
interpreted as gamma.
2020-01-17 19:53:38 +00:00
Steve Karolewics
654acb67f5
Add register space support for shader global state UAV/SRV data
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Instead of fixed arrays, the global state stores a map of UAVs and
SRVs, with the key being a pair of the shader register and register
space. Switched D3D12 sampler/gather to use SM5.1 and handle register
spaces.
2020-01-17 19:53:23 +00:00
Alex Vakulenko
6cd2d18d9e
Fix build break on VS2019 due to implicit wchar_t->char conversion
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Converting std::wstring to std::string by constructing the latter with
wchar_t iterators result in implicit conversion of wchar_t to char which
trips Visual Studio 2019 compiler into throwing a warning of potential
data loss during conversion. Use conv() helper function to do the
conversion and please the compiler at the same time.
2020-01-17 19:53:09 +00:00
baldurk
526240f2d5
Fix order of functions to ensure non-SRGB format in pixel history
2020-01-16 23:06:24 +00:00
baldurk
a1e662eb30
Fix mismatched GLMarkerRegion after changing context
2020-01-16 23:06:23 +00:00
baldurk
08b2572554
Fix precision loss when downcasting to HDR/EXR identified by @iOrange
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* When outputting to a format supporting more than 8-bit data, we don't want to
lose precision by downcasting e.g. D32S8 to RGBA8, instead use RGBA32.
2020-01-16 23:06:23 +00:00
baldurk
892abb686f
Apply clang-format to demos project as well
2020-01-16 23:06:23 +00:00
baldurk
ca07c1626e
Fix MSAA mismatch in mesh view output rendering
2020-01-16 23:06:23 +00:00
Jeremy Ong
29403836c6
Fix numerous compiler warnings and errors
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Depending on OS and compiler, certain types may not be included
transitively by headers that were included previously. This commit
produces a clean build on the latest trunk versions of GCC, Clang,
and QT.
2020-01-16 23:05:58 +00:00
Steve Karolewics
7076e674ca
Change boundDescs to a rdcpair to avoid perf issues at runtime
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With large bindless descriptor tables, traversing all entries to
fill the boundDescs vector was a perf bottleneck. By switching to
storing the first descriptor pointer and a count, the bottleneck is
eliminated. Traversal during queue submit is slightly more complicated
but the same number of descriptors are visited.
2020-01-16 23:05:46 +00:00
Benson Joeris
f12ae2d9fa
Fix alignment for mapped memory when loading initial contents
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Change-Id: If40878b6b7a190237c3686463c7358bb033c8b06
2020-01-16 23:05:31 +00:00
Benson Joeris
84fd1858ca
Fix missing SAMPLER descriptor type
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Change-Id: If1e466bb0479fee914e5b8c0cbca5f54b327229d
2020-01-16 23:05:19 +00:00
Aliya Pazylbekova
8891a8d6fd
VK pixel history: refactor, and add outline of additional callback
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- Add an outline of another callback used to detect which tests
failed.
- Refactor to make it easier to add additional callbacks: add shader
cache to keep track of created shaders and share them between
callbacks.
2020-01-16 23:05:09 +00:00
Aliya Pazylbekova
791d1089b0
Add drawcall callbacks to end and next renderpass cmds
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For Vulkan pixel history vkCmdEndRenderPass and vkCmdNextSubpass
can represent a modification, since it might be doing an implicit
image resolve. Pixel history is using drawcall callbacks to figure
out values pre- post- events, and vkCmdEndRenderPass and
vkCmdNextSubpass might be such events.
Also adds clear image usage to vkCmdBeginRenderPass(2) for images that
have VK_ATTACHMENT_LOAD_OP_CLEAR.
2020-01-16 23:04:53 +00:00
Steve Karolewics
1403162a39
Unwrap resource when the application calls AssertResourceState
2020-01-16 12:32:37 +00:00
baldurk
b41c36427a
Bump version to 1.7
2020-01-15 14:42:42 +00:00
baldurk
0e7f772596
Add Vulkan 1.2 support
v1.6
2020-01-15 14:00:30 +00:00
baldurk
2418a8faef
Add a per-test duration log when running tests
2020-01-15 11:24:41 +00:00
baldurk
1a2876af62
Disable crash handler on opera as well
2020-01-15 10:02:20 +00:00
baldurk
82fca7d325
Make the display_window.py example quit after a few loops
2020-01-15 10:02:20 +00:00
baldurk
7d22448d3f
Sample code should take the capture to load as an argument
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* This makes it easier to run the examples from the command line without editing
them
2020-01-15 09:23:12 +00:00
baldurk
adac442411
Add missing call to CombineDepthStencilLayouts
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* We need to always do this when submitting possibly split depth/stencil
implicit transitions, in case the split transitions were actually from the
same layout and use a combined depth/stencil layout.
2020-01-14 18:45:11 +00:00
baldurk
0b5ac81ff0
Don't get command buffer too early in vulkan replay
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* This is because we always submit all command buffers we fetch, and we don't
want to submit empty command buffers.
2020-01-14 18:02:11 +00:00
baldurk
3d8f9cfade
Log instance layers as well as instance extensions
2020-01-14 18:02:11 +00:00
baldurk
b34c325f24
Make Iter_test.py load-and-runnable in the UI without breaking autotests
2020-01-14 18:02:10 +00:00
baldurk
506d92fcaf
Remove GetTextureCompleteStatus timer
2020-01-14 18:02:10 +00:00
baldurk
df266eb04d
Fix some version properties in windows resource files
2020-01-14 18:02:10 +00:00
baldurk
a2562200f7
Hide update check progress bar even if network error occurred
2020-01-14 18:02:10 +00:00
baldurk
4fd97e8946
D3D12 shared resources are now fully supported
2020-01-14 18:02:10 +00:00
baldurk
5192becb73
Document incomplete texture detection in pipeline state
2020-01-14 18:02:10 +00:00
baldurk
69694ce9d6
Fix crash handler compilation
2020-01-14 18:02:10 +00:00
Benson Joeris
fa94424f93
Add split depth/stencil layouts for input attachments
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Change-Id: Ie5b2d816873224f0ebcc20000a5987f56769d61a
2020-01-14 18:01:58 +00:00
Benson Joeris
a64d0df073
Add input attachment case to vk_separate_depth_stencil_layouts demo
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Change-Id: I06273c36cb468eebf360dbd742a8f95b7f9aeeaf
2020-01-14 18:01:58 +00:00
thisisjimmyfb
99cace95cb
fixed the problem of glClear not displaying its output fbo
2020-01-14 09:43:28 +00:00
baldurk
1758b32045
Add a test of callstack collection
2020-01-13 19:04:44 +00:00
baldurk
f4c864eb3d
silence bogus GCC warning
2020-01-13 19:00:04 +00:00
baldurk
f4ab28205f
Add option to non-interactively resolve callstack symbols
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* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk
8e15b1b7fa
When using D3D12On7 allow shader editing to fall back to sm5_0
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* This should really be configurable to compile with the original shader's
profile, but for now we do this.
2020-01-13 18:19:54 +00:00
baldurk
90e414d097
Avoid text rendering resources leaking out when using D3D12On7
2020-01-13 18:19:23 +00:00
baldurk
86f39640d0
Add shader editing tests on D3D
2020-01-13 18:18:59 +00:00
baldurk
e9182377e5
NULL out connection handle after shutdown
2020-01-13 16:55:05 +00:00
Daniel Craig
b3d15996b2
Add headers required to build windows files without precompiled header
2020-01-13 13:02:46 +00:00
baldurk
dd6e409bb6
Even though Win32 only has one windowing system, it is supported
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* Generic code may be looking for the supported window systems even on windows.
2020-01-10 14:59:14 +00:00
baldurk
b450b3ff29
Fix qrenderdoc examples for latest API
2020-01-10 14:59:11 +00:00