baldurk
4cb7648ebc
Fix handling of multisampled renderbuffers on GL
2021-03-13 00:46:38 +00:00
baldurk
bea31d3489
Skip subresources in mip tail when marking referenced
2021-03-12 18:08:23 +00:00
baldurk
aeaf26930c
Implement reserved (sparse) resources on D3D12. Closes #2203
2021-03-12 18:08:23 +00:00
baldurk
e5e5b064d8
Improve handling of sparse page table for awkward D3D cases
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* Wrapped ranges in D3D are allowed to overflow from an image subresource into
the miptail and set some/all of it :(.
* Also implement copy operations for D3D.
2021-03-12 18:08:22 +00:00
baldurk
cfe3374267
Reset invalid state when letting user retry adding a shader tool
2021-03-10 10:43:00 +00:00
baldurk
10aad2a7b1
Only apply sparse binding initial contents to resources if they change
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* Resources which don't have any sparse binding operations within the captured
frame don't need to be repeatedly restored.
2021-03-09 10:43:46 +00:00
baldurk
145fd3c001
Compile fixes for 32-bit windows
2021-03-08 17:33:42 +00:00
baldurk
6d0ee7c2dd
Explicitly instantiate serialise types
2021-03-08 17:27:13 +00:00
baldurk
4cda238c1d
Fix linux compilation
2021-03-08 16:54:50 +00:00
baldurk
dce2c62bde
Fix typo in shader viewer menu item. Closes #2201
2021-03-08 16:45:05 +00:00
baldurk
24e958d688
Allow sparse features to be reported
2021-03-08 16:39:49 +00:00
baldurk
8ff59fea79
Snapshot sparse tables into resource initial states, and apply on replay
2021-03-08 16:38:52 +00:00
baldurk
da4706d423
Use sparse page table class to track sparse mappings on vulkan resources
2021-03-08 16:38:51 +00:00
baldurk
4afd76b669
Add API independent sparse page table tracker
2021-03-08 16:38:51 +00:00
baldurk
20a60efd98
Serialise legacy sparse initial contents and skip
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* These captures were too broken and likely no-one has any in the wild, but just
to be safe let's at least not crash on serialisation.
* Prepare/application is not implemented yet so as of this commit sparse
resources are broken.
2021-03-08 16:38:51 +00:00
baldurk
d10baafbba
Fix compilation on non-windows platforms
2021-03-06 15:29:02 +00:00
baldurk
657378d022
Remove clear value count assertion completely, check on access
2021-03-06 13:26:03 +00:00
baldurk
8b4e25b421
Fix CATCH_BREAK_INTO_DEBUGGER that by default surrounds in a lambda
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* This is a lambda in upstream catch to avoid some warning, but that means that
when the debugbreak happens it's in the wrong stack frame (though at least on
the right line). Fortunately we can override it with a useful definition.
2021-03-06 13:26:03 +00:00
baldurk
244cfd0fc1
Add handling for next chain structs that we do support
2021-03-06 13:26:03 +00:00
baldurk
4419d87908
Add missing memory dirty to vkBindBufferMemory2
2021-03-06 13:26:03 +00:00
baldurk
71a4ecaa42
Make warnings about unsupportable extensions less spammy
2021-03-06 13:26:03 +00:00
baldurk
f1906b2e33
Sphinx version with bugfix has been released, stop requiring 3.4.0 in CI
2021-03-06 13:26:03 +00:00
Omar El Sheikh
b0f70185c0
Update VK_NULL_HANDLE Argument to NULL
2021-03-06 01:30:56 +00:00
Omar El Sheikh
548149b7ef
Hook up EnumerateInstanceExtensionProps on Android
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Capture function for vkEnumerateInstanceExtensionProperties wasn't being
called at all for the Android Layer
There is still the issue of filtering not working and and
VK_EXT_debug_utils isn't properly being exposed as an available
extension due to differences with the Android Vulkan Loader and the
common Vulkan Loader on desktop platforms still being investigated
2021-03-06 01:30:56 +00:00
baldurk
80ff02f7c9
Fix discards of buffer views on D3D11
2021-03-02 17:14:00 +00:00
baldurk
438d823c32
Add support for optional physical device features to vulkan tests
2021-03-02 17:08:47 +00:00
baldurk
42daf8054b
Don't crash when replaying ExecuteIndirect with MaxCommandCount == 0
2021-03-02 17:08:35 +00:00
baldurk
d8bdf819bf
Fix check for shader extensions on SM5.0, don't compare space
2021-03-02 10:27:07 +00:00
baldurk
741b2c1671
Set anisotropy in textures to 1.0 on GL if driver doesn't support it
2021-03-01 15:16:27 +00:00
baldurk
612b7fed72
Avoid trying to link invalid programs with no shaders in GL
2021-03-01 12:32:24 +00:00
baldurk
9849fcd7f9
Handle AS/MS subobjects explicitly, ignore empty ones. Closes #2193
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* If we get passed an empty/degenerate AS or MS we can ignore it, the
application is responsible for ensuring that it doesn't pass any *actual*
shaders here.
2021-03-01 11:44:37 +00:00
baldurk
c5e885a28b
Fix backwards assert condition
2021-03-01 11:39:31 +00:00
baldurk
527c662fb2
Only flip Y co-ordinates in texture viewer when clip origin is default
2021-03-01 11:38:29 +00:00
baldurk
dc35083392
Check for clip origin on GL to enable Y-flipping for output meshes
2021-03-01 11:38:04 +00:00
baldurk
839665f3ca
Add checks on D3D11 resource discard that we have a valid view/resource
2021-03-01 10:41:40 +00:00
Artyom Dangizyan
7171350638
fix heap buffer overflow
2021-03-01 10:12:34 +00:00
jeromenxp
0a3a236540
Fix compilation errors on some compilers
2021-02-24 22:44:33 +00:00
baldurk
7c62b80d89
Search explicitly for python3 with new python search
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* This prevents the build from silently trying to use python2. We also require
development files which were previously optional.
2021-02-24 13:52:08 +00:00
baldurk
f3ae6873ea
Look for python 3.9 in cmake
2021-02-24 13:52:08 +00:00
baldurk
a1e436a8e0
Add event and structured chunk for image viewer
2021-02-24 13:52:08 +00:00
baldurk
d6e88ae4fa
Remove redundant callstack member in APIEvent
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* We already link to the chunk index and the chunk metadata contains the
callstack, there's no need for a duplicate copy when there may be many
APIEvents in a capture
2021-02-24 13:52:07 +00:00
baldurk
728fa34acc
Move branch colouring to RDTreeView
2021-02-24 13:52:07 +00:00
baldurk
d906e23f32
Store original texture details in image viewer, rather than patched
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* If we need to patch the details we use that for proxy texture upload, but we
still want to return the original details to the replay.
2021-02-24 13:52:07 +00:00
baldurk
4de38aef1e
Fix issue with DDS writing reading from wrong subresource index for data
2021-02-24 13:52:07 +00:00
baldurk
30dd13feb8
Pull index byte width and topology out of drawcall state
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* These are treated as state on most APIs, only GL treats it as a drawcall
parameter.
2021-02-24 13:52:07 +00:00
baldurk
04e533742f
Adjust pitch calculation in saved DDS files to match spec. Closes #2189
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* The spec is not particularly clear but this matches the DirectXTex behaviour
which is as close to 'official' as we'll get most likely.
2021-02-22 17:03:12 +00:00
baldurk
14983a76cd
Fix missing handling of variable descriptor counts in usage
2021-02-22 16:47:24 +00:00
baldurk
fd14fdbfa8
Add missing column of data to constant buffer array parent
2021-02-22 16:47:21 +00:00
baldurk
795d7e0910
Handle a memory object that can't be covered by a buffer. Closes #2185
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* On some drivers like older NV hardware, there are memory types which can only
be bound to images and never to buffers, so ensure we don't try to create a
memory-spanning buffer for such allocations and avoid marking memory behind
images as written or it will become dirty in subsequent captures.
2021-02-22 12:38:43 +00:00
baldurk
11268b358a
Remap block-compressed 3D textures to 2D arrays on GL. Closes #2186
2021-02-22 12:38:43 +00:00