Commit Graph
12665 Commits
Author SHA1 Message Date
baldurk 56f87abcab Update vulkan & SPIR-V to latest
* 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
* 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 KarolewicsandBaldur Karlsson ec785ba167 Add ability to debug compute shaders by dispatch thread ID
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
* 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
* 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 PalandriandBaldur Karlsson 47d6c86222 support VK_EXT_fragment_density_map2
support VK_EXT_fragment_density_map2
2021-10-12 17:52:50 +01:00
Leonid FedorovandBaldur Karlsson 5a2dd3fd77 Add support 3d ASTC compressed textures 2021-10-12 17:52:26 +01:00
Remi PalandriandBaldur Karlsson 0151c5ce88 add explicit folder name to d8 commandline
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
* When we're formatting text we want just the plain text version to be used.
2021-10-06 16:31:43 +01:00
Leonid FedorovandBaldur Karlsson 73f0c7681f Add support 2d array/3d textures read back for GLES 2.0/3.0 2021-10-06 13:05:24 +01:00
thisisjimmyfbandBaldur Karlsson dc9fd45fc2 Make Oculus' on device Vulkan Validation Layer avaiable for load
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
* 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
* 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
* 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
* 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
* 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
* 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
* 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