baldurk
56f87abcab
Update vulkan & SPIR-V to latest
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* Vulkan header 1.2.196
2021-10-21 14:25:44 +01:00
baldurk
604b556c67
Check for geometry shader as well as tessellation
2021-10-21 10:54:21 +01:00
baldurk
3cec544508
Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
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* This is a stupid requirement as the quad overdraw shader doesn't use any
interpolators, but the D3D12 runtime complains and refuses to create a PSO
unless the PS has a matching signature. This works as long as the position was
the first output from the previous stage, but if it isn't the PSO fails to
create.
* To fix this, we take the existing shader and patch it by grafting the output
signature from the last stage over onto the input signature, and patching up
where the position is.
2021-10-20 17:22:43 +01:00
Steve Karolewics and Baldur Karlsson
ec785ba167
Add ability to debug compute shaders by dispatch thread ID
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In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00
baldurk
0b5e8369d3
Add some literal returns for D3D12 swizzle enums
2021-10-19 18:12:30 +01:00
baldurk
8245b99b56
Avoid some redundant checks in GetLiveResource
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* Historically we always expected a live resource, but with descriptors that can
be stale we can have a lot of queries where it's fine to just get NULL back if
the resource doesn't exist.
2021-10-19 18:12:19 +01:00
baldurk
c753655ef1
Optimise lookup of API event from action
2021-10-19 17:53:48 +01:00
baldurk
92e3c21baf
Always set pipeline state on D3D12 on all types of command buffer
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* Notably this meant the pipeline state wasn't bound on compute-only command
buffers
2021-10-19 17:05:30 +01:00
baldurk
ee8c685880
Tweak docstring on performance counter viewer
2021-10-18 23:03:39 +01:00
baldurk
3324b7f86c
Hide hidden/internal parameters in resource inspector
2021-10-18 17:53:08 +01:00
baldurk
469221ab15
Add sorting options to resource inspector, including 'recently used'
2021-10-18 17:11:36 +01:00
baldurk
6dd63c6aec
Convert counter viewer to item model, sync filter with event browser
2021-10-18 14:14:36 +01:00
baldurk
531946c128
Skip marker regions when fetching D3D11/GL counters
2021-10-18 11:14:49 +01:00
baldurk
6ba5278f46
Fix pipeline stats queries on D3D11
2021-10-18 11:14:12 +01:00
baldurk
c02c8355c7
Check queued initial state fetches on implicit thread switches on GL
2021-10-18 11:12:19 +01:00
baldurk
97dfda3c3c
Fix use of GetCBufferVariableContents in tests
2021-10-18 10:20:08 +01:00
Remi Palandri and Baldur Karlsson
47d6c86222
support VK_EXT_fragment_density_map2
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support VK_EXT_fragment_density_map2
2021-10-12 17:52:50 +01:00
Leonid Fedorov and Baldur Karlsson
5a2dd3fd77
Add support 3d ASTC compressed textures
2021-10-12 17:52:26 +01:00
Remi Palandri and Baldur Karlsson
0151c5ce88
add explicit folder name to d8 commandline
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d8 on cmd/powershell doesn't handle asterisks properly for folders, so replacing it by current ABI folder name
2021-10-11 12:22:40 +01:00
baldurk
501b67bccf
Further clang warning fixes
2021-10-06 19:17:15 +01:00
baldurk
484f25bb75
Linux compile fixes
2021-10-06 17:14:29 +01:00
baldurk
1464eaeb81
Ensure linux process hooks don't do anything on replay
2021-10-06 16:31:44 +01:00
baldurk
b71b84374f
Implement option to export current vulkan pipeline to fossilize db
2021-10-06 16:31:44 +01:00
baldurk
c76c761bab
Fix some crashes exporting HTML pipeline state on vulkan
2021-10-06 16:31:43 +01:00
baldurk
18647c3d87
Improve important tagging for vkCreateRenderPass2
2021-10-06 16:31:43 +01:00
baldurk
b850c2d7fe
Fix incorrect use of QByteArray::fromRawData, it doesn't copy input data
2021-10-06 16:31:43 +01:00
baldurk
2206f6bd2f
Don't add duplicate derived resources
2021-10-06 16:31:43 +01:00
baldurk
fb912b4853
Add a recursive search function in SDObject
2021-10-06 16:31:43 +01:00
baldurk
73f78bd8a4
Ensure formatting tags aren't exported/put on the clipboard. Refs #2382
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* When we're formatting text we want just the plain text version to be used.
2021-10-06 16:31:43 +01:00
Leonid Fedorov and Baldur Karlsson
73f0c7681f
Add support 2d array/3d textures read back for GLES 2.0/3.0
2021-10-06 13:05:24 +01:00
thisisjimmyfb and Baldur Karlsson
dc9fd45fc2
Make Oculus' on device Vulkan Validation Layer avaiable for load
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Without this Renderdoc won't be able to load the on device VVL
2021-10-04 23:27:23 +01:00
baldurk
f80b5ce62a
Fix texel read/write to respect format conversion when debugging shaders
2021-10-04 19:22:52 +01:00
baldurk
bae2f44bf1
Support bool parameters in vulkan debug printf
2021-10-04 19:19:49 +01:00
baldurk
c070dfd847
Clarify root signature index in D3D12 pipeline view
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* Internally we split ranges, but for display we should use the original root
signature index.
2021-10-04 18:39:33 +01:00
baldurk
c24dd2e7aa
Use shader stage to properly disambiguate entry points on vulkan
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* It's possible to have two entry points in a SPIR-V module both named "main" as
long as they have different stages.
2021-10-04 17:03:27 +01:00
baldurk
ff40a98ac7
Specify stage for spirv-cross in case it's needed to disambiguate
2021-10-04 17:01:34 +01:00
baldurk
4b261bd8f6
Fix problems with GL counter fetch around multi-draw draws
2021-10-04 15:40:56 +01:00
baldurk
cd1b68aadf
If a shared resource is imported mid-capture, snapshot initial contents
2021-10-04 15:05:07 +01:00
baldurk
44cfabb12a
Remove more problematic D3D11 misc resource flags
2021-10-04 15:04:48 +01:00
baldurk
3ed35bf253
Fix assignment of 64-bit vertex input element locations. Closes #2380
2021-10-04 13:07:24 +01:00
baldurk
83da4cb471
Sanitise : in pipeline state vertex input names
2021-10-04 13:05:57 +01:00
baldurk
bfbc9a3e48
Fix order of scrollbar update when texture scale changes. Closes #2377
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* We need to update the scrollbar bounds first based on the current zoom level,
then change the scroll position. Otherwise the scroll will be visually correct
but the scrollbars won't match.
2021-10-04 12:10:56 +01:00
baldurk
4a44d76426
Strip VK_KHR_win32_keyed_mutex extension on replay
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* This is an external memory extension, effectively, so we remove it as we don't
replay external memory.
2021-10-04 12:02:37 +01:00
baldurk
3fb4e230de
Handle single-basic-element buffers in GL/Vulkan properly. Closes #2378
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* We still need to handle multiple elements in the root of a struct specially by
commenting out the fixed members, but the final element needs to go through
the normal DeclareStruct() path to handle things like per-column padding in
matrices etc.
2021-10-04 12:02:09 +01:00
baldurk
bc532ebf49
Bump version to 1.17
2021-09-30 17:28:02 +01:00
baldurk
5486bf09b3
Fix D3D11 overlays not displaying due to overwritten renderstate
v1.16
2021-09-29 13:54:32 +01:00
baldurk
25b17c8093
Add R/W locking around access to crash handler. Closes #2376
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* The crash handler gets destroyed and recreated when we need to change creation
parameters, and this races against anything else trying to use it to register
or unregister memory regions.
* In partcular when initialising the replay we recreated the crash handler right
after kicking off the GPU enumeration.
* We add a read/write lock so there's no significant added contention on most
paths (even though it's not really high traffic in any case) to prevent this
kind of problem in future.
2021-09-29 10:54:29 +01:00
baldurk
d386df55b9
Clarify requirement of a capture for device lost errors
2021-09-27 13:01:09 +01:00
baldurk
62d6ffaec2
Enable DXIL bindless feedback test
2021-09-27 12:26:22 +01:00
baldurk
2a53db8eae
Fix DXIL feedback to account for handle indices being register relative
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* If a texture array is bound to register 17, the dynamic index passed into
createHandle will be [17+x] :(
2021-09-27 12:23:58 +01:00