baldurk
55dae7ebc6
Refactor D3D12 ExecuteIndirect handling to patch arguments on GPU
2023-09-18 11:21:50 +01:00
baldurk
cb7048e1a4
Fix validation error on dummy pipeline that was missing an RP
2023-09-18 11:21:50 +01:00
baldurk
815c88b932
Update Ubuntu dependencies to prioritise newer (18.04 and up) versions
2023-09-13 16:26:29 +01:00
baldurk
3a2b7db54f
Properly initialise dummy pipeline
...
* This prevents a possible crash if the uninitialised memory is used for
destroying these objects
2023-09-13 16:26:04 +01:00
baldurk
8cd37f019e
Avoid warning on newer cmakes
2023-09-13 16:25:24 +01:00
baldurk
92f4aeacde
Fix compile error on some clangs with non-const string literals
2023-09-13 16:25:09 +01:00
baldurk
02272f98ac
Garbage collect D3D state objects before creation
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* If we only garbage collect after a successful create, applications which
deliberately leak state objects and only free them when they see a failed
create will not have a change to garbage collect.
2023-09-12 21:53:23 +01:00
baldurk
1bfe6d1492
Add dedicated test for VK_Counters so GPU duration isn't degenerate
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* Some cards run it so fast that the triangle takes "0" microseconds
2023-09-12 21:53:23 +01:00
baldurk
832bb4fb74
Add an early-out for DXBC chunks with the wrong size
2023-09-12 21:53:22 +01:00
Jake Turner
c72a79988d
Only do the overlay mip subresource tests once
2023-09-10 09:39:19 +01:00
Jake Turner
93506245c4
Add format name to overlay test python logging
2023-09-10 09:39:19 +01:00
Jake Turner
78a64f8640
Extend Overlay tests to handle more depth stencil formats : D3D12
...
D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
cfdb349cdb
Extend Overlay tests to handle more depth stencil formats : D3D11
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D32_S8, D24_S8, D32, D16
2023-09-08 22:38:01 +01:00
Jake Turner
8459229441
Extend Overlay tests to handle more depth stencil formats : Vk
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D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
40090fb779
Extend Overlay tests to handle more depth stencil formats : GL
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D32_S8, D24_S8, D32, D24, D16
2023-09-08 22:38:01 +01:00
Jake Turner
163f2ff747
Fix validation error in Vk_Overlay_Test
2023-09-07 09:48:57 +01:00
baldurk
ae8e923a7c
Fix calculation of resource use EIDs on D3D12
2023-09-06 10:18:47 +01:00
Dan Hawson and Baldur Karlsson
a7a4521b63
Fix 'alignas' use
...
I think the correct syntax is to have this at start, otherwise it
upsets more strict compilers (like clang).
2023-09-05 15:21:10 +01:00
Dan Hawson and Baldur Karlsson
401c6617dc
Fix typo in front/back face stencil mask check
2023-09-05 15:21:10 +01:00
baldurk
18d75ff493
Don't source clang_format script, run via bash
2023-09-05 11:10:06 +01:00
baldurk
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +01:00
baldurk
4d94209ec1
Change fixed clang-format version to 15
...
* We commit statically linked x64 binaries for clang-format-15 for windows and
linux to make the transition easier for anyone running a linux distro that
doesn't yet support llvm 15, or in future for distros that drop support for
it.
2023-09-05 11:02:08 +01:00
Jake Turner
5e7b25efca
GL: Fallback for uniform lookup for arrays of dimension 1 Closes #3047
...
ie.
struct A {
vec3 m1;
vec3 m2;
vec3 m2;
};
uniform A a[1];
with a[0] being passed to a function.
Previously it would look for "a.m1", if that is not found then it looks for "a[0].m1" etc.
2023-09-05 09:36:11 +01:00
Jake Turner
bfe89e4c17
Extended test to include a test for GL uniform array of size 1
...
ie.
uniform float2_struct M[1];
2023-09-05 09:36:11 +01:00
Jake Turner
df3b17a265
Fix handling of specialization Op::LogicalNot Closes #3046
2023-09-04 21:37:25 +01:00
Jake Turner
0b669b61e9
Improve GIT versiion retrieval code to work with worktrees
2023-09-04 21:37:25 +01:00
Jake Turner
08a9c1dac2
minimal change to fix Mac CI
2023-09-04 20:50:50 +01:00
Jake Turner
e32a9b1784
D3D11: Improve pixel history discarded fragments Closes #3040
...
Include the discarded offset when indexing to get the post mod data per fragment
Do not include the discarded offset when indexing to get the primitive ID per fragment (primitive ID uses a replacement shader which is not affected by discards in the original shader)
Store the post mod depth data in slot 1 of the depth output to make the indexing simpler to keep track of discarded fragments
Set the post mod data for discarded fragments (excluding the final fragment) to be the known texture after (which starts as the pre mod data and is updated for non-discarded fragments).
2023-09-01 20:02:06 +01:00
Jake Turner
0fed9d5741
Fix memory overwrite when saving a single slice of texture
2023-09-01 20:02:06 +01:00
Jake Turner
df1a7cec50
Use max of mips and slices to test for invalid dimensions
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The assert was incorrectly triggering on a texture with depth of 128 and mipcount of 6
2023-09-01 20:02:06 +01:00
baldurk
1850ccfee1
Make explicit cast to uint32 after truncation
2023-09-01 14:22:38 +01:00
baldurk
5b852c8573
Check compat with mip tail only for opaque sparse images. Closes #3044
...
* These images don't have a direct page table.
2023-09-01 13:26:33 +01:00
Sidney Just and Baldur Karlsson
a56aa9ed21
Fixed incorrect sType assertion
...
This affects serialization of vkImportMemoryWin32HandleInfoKHR
2023-09-01 12:07:52 +01:00
baldurk
52801a99a6
Close automatically opened command buffer. Closes #3042
2023-08-31 10:23:26 +01:00
baldurk
1d1295b17e
Work around NV issue with dynamic state setting & rebinding pipeline
2023-08-31 10:22:46 +01:00
baldurk
2d41648d4d
Remove references to no longer used android files
2023-08-29 10:44:53 +01:00
Jake Turner
788a0ca98f
Zero initialize read_dds_data before loading DDS file
2023-08-25 10:20:28 +01:00
Jake Turner
7d8586cdd8
Use VkDriverInfo to get the vendor ID
...
Instead of GPUVendorFromPCIVendor() which returns Unknown for the llvm_pipe driver.
This then prevents being able to force replay to run on llvm_pipe when opening a capture.
2023-08-24 10:09:55 +01:00
baldurk
7c2b68390e
Ignore a glslang warning on clang
2023-08-22 16:11:49 +01:00
baldurk
c80e5a40ef
Remove problematic annotation when building glslang in C++11
2023-08-22 16:09:35 +01:00
baldurk
69fc6f8abe
Fix unit test for new built-in compile flag
2023-08-22 16:03:27 +01:00
baldurk
e7430226e9
Match SPIR-V version as much as possible when rebuilding shaders
2023-08-22 13:41:39 +01:00
baldurk
02933fb6a6
Update glslang to 12.3.1
2023-08-22 13:37:53 +01:00
memchr and Baldur Karlsson
2752368168
Update gitignore
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- .cache/: generated by clangd
- compile_commands.json: usually generated by vscode or build system
- .vsocde: generated by vscode
`compile_commands.json` and `.vscode` are usually specific to a person's
environment, not configurable in any way, so there is no reason to put
them in the git repository at all.
2023-08-22 10:23:27 +01:00
Jake Turner
39f6296f3a
Use existing Files entry for empty shader source file "unnamed_shader"
...
Fixes source shader stepping when the main shader source file contains #line entries with blank filenames ie.
2023-08-22 05:14:06 +01:00
Jake Turner
f0b9aabb5e
Change empty shader source file name to "unnamed_shader" from "shader"
2023-08-22 05:14:06 +01:00
Jake Turner
46a236b5ba
Use replay ID to look up GL layered depth buffer texture
...
Previously the code was using the original ID to look for the texture in m_pDriver->m_Textures which would create a default entry if the ID was not found leading to numSlices = 0 and then the pipeline state resource tooltip would show "covers slices 0-4294967294"
2023-08-21 18:50:17 +01:00
Jake Turner
d68a8e9dc4
Added "\n" to the Resource Preview tooltips
...
GL was missing them
The other APIs adding them as a precaution for the future
2023-08-21 18:50:17 +01:00
baldurk
d6898e428c
Ensure GL calls go through normal GL dispatch not to global functions
2023-08-18 12:25:38 +01:00
baldurk
0ec7d54bbd
Add some naming of internal renderdoc objects in GL
2023-08-18 11:40:29 +01:00