baldurk
571b286eb3
Fix bytesize calculation of vertex output attributes
2020-05-20 11:52:24 +01:00
baldurk
fa9215477d
Update examples to latest python API
2020-05-20 11:51:52 +01:00
baldurk
3b00c2d127
Ignore pass boundaries and cmdbuffer boundaries in auto-generated passes
2020-05-20 11:27:46 +01:00
baldurk
cb0754969f
Compare UInt/SInt values appropriately when checking debugged outputs
2020-05-20 11:20:30 +01:00
baldurk
47f2fa8b93
Don't apply restart index if primitive restart is disabled
2020-05-20 11:20:13 +01:00
baldurk
c93d92467d
Be more forgiving with D/S sampling output
2020-05-20 11:03:55 +01:00
baldurk
43b6f850d9
Fix sincos output on D3D12 shader debugging
2020-05-20 10:51:23 +01:00
baldurk
8230ad5242
Fix push of settings file on android
...
* It seems the `files` folder isn't there by default, so we don't want to write
a file there instead.
2020-05-19 18:44:41 +01:00
baldurk
e5a4c57d25
Don't apply descriptor offset to byte offset fetching cbuffer from table
2020-05-19 16:40:30 +01:00
baldurk
ad86556ceb
D3D12CBufTag should refer to reflection-based index, not root sig index
2020-05-19 16:40:11 +01:00
baldurk
00986e0c16
Fix missing resource flags when creating MSAA initial states
2020-05-19 16:39:54 +01:00
baldurk
759fad10e3
Remove sleep accidentally left in
2020-05-19 16:35:10 +01:00
baldurk
a5fe4ebde5
Use enabled not available features to determine what shaders to create
...
* We still check available features to know which shaders we could create on
replay, to determine whether we should add STORAGE_BIT to MSAA images we want
to store into.
2020-05-19 12:57:28 +01:00
baldurk
5380b61b9d
Mute validation message about instance extension dependency
2020-05-19 12:38:17 +01:00
baldurk
2f86d3dd84
Add message to inactive window overlay showing cycling
2020-05-19 11:43:11 +01:00
baldurk
b8e841274b
Fix typecast preserving sRGB on GL
2020-05-19 11:42:41 +01:00
Raul Tambre
1478aeddde
Fix #1898 : Add missing QPointer include
2020-05-19 09:41:41 +01:00
baldurk
960f0b53eb
Add missing include. Closes #1896
2020-05-19 09:38:03 +01:00
baldurk
2b1b8bedf0
Print test runner output when running out-of-process
2020-05-18 16:58:23 +01:00
baldurk
4f99f03b73
Print a message showing which physical device was used on capture
2020-05-18 16:46:15 +01:00
baldurk
d01bb0734b
Handle misaligned BCn block textures in shell preview
2020-05-18 15:20:58 +01:00
baldurk
27db02b7e2
Handle legacy DDS headers for more than just RGBA8. Closes #1888
...
* DirectXTex seems to emit legacy DDS headers for any UNORM format less than
32-bit per pixel, so we do the same.
2020-05-18 15:20:58 +01:00
baldurk
cf039acadc
When possible with image viewer, manually unpack unsupported formats
...
* This is similar to the remapping the replay proxy does, and should support
most non-compressed formats.
2020-05-18 13:21:55 +01:00
baldurk
f622ac36d6
Standardise layout of packed texture formats on disk/network
...
* We preserve each API's interpretation of bit order for packed formats like
RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to
proxy it or save to disk, we always transform to D3D's order as standard.
* This allows us to proxy them reliably because we always have a standard bit
order and APIs that need a different order transform when fetching data to the
standard format, or setting proxy data from the standard format.
2020-05-18 13:21:55 +01:00
baldurk
5eb80370fd
Change formatted for RGBA4 to xshort instead of xbyte2
2020-05-18 10:57:33 +01:00
baldurk
f843836bfb
GL needs to swizzle/repack D24 as well as D24S8
2020-05-17 00:59:12 +01:00
baldurk
286b64c488
Don't force format on GL when remapping sRGB format
2020-05-17 00:59:12 +01:00
baldurk
e3f7275b85
Store D24X8 explicitly as only depth on vulkan, not as D24S8
2020-05-17 00:59:12 +01:00
baldurk
2b25127a71
Disable OBS's layer
2020-05-17 00:59:12 +01:00
baldurk
01873eddcc
Remap SNORM/SRGB textures to RGBA16F
...
* Since we restrict output formats on remap to basic float/uint/sint, for 1-byte
formats this ends up mapping to UNORM. Instead promote straight to RGBA16F to
ensure we have the precision
2020-05-17 00:59:11 +01:00
baldurk
e8237ebd10
Fix view casting 8-bit formats to "float" on GL
2020-05-16 12:36:49 +01:00
baldurk
77e0141022
Fix remote server not shutting down properly
2020-05-16 12:25:34 +01:00
baldurk
284dbe7d79
Fix crash if CustomPaintWidget is destroyed with paint mid-flight
2020-05-16 12:17:55 +01:00
baldurk
2669c1e8bb
Remap BC4/BC5 to RGBA16_FLOAT and BC7 to RGBA8_UNORM
2020-05-16 11:33:53 +01:00
baldurk
32c1184544
Fix sample clamping on D3D11
2020-05-16 11:26:48 +01:00
baldurk
4db10c1ab8
Use RDMenu to add keyboard shortcuts for selecting replay contexts
2020-05-16 11:14:24 +01:00
baldurk
8a5fdda6b1
Add extended RDMenu
2020-05-16 11:13:19 +01:00
baldurk
22d5cf2313
Scroll selected pixel to centre on goto. Refs #1885
2020-05-15 20:50:55 +01:00
baldurk
a81994071f
Wait for shader viewer background debugging, add cancel button
...
* Until we properly support background debugging we need to wait for it to
complete, otherwise the user could close the window and we'd crash.
2020-05-15 20:31:42 +01:00
baldurk
ec881a600c
Add fallback to VK_FORMAT_D24_UNORM_S8_UINT in pixel history
...
* Not all devices will support D32S8, so we need to fall back to D24S8 if
needed. One or the other must be supported.
2020-05-15 19:03:27 +01:00
baldurk
5b5bd49a43
Serialise device create info exactly as-is, without patching
...
* Previously we serialised after enabling a few features at capture-time.
2020-05-15 19:03:27 +01:00
baldurk
96e34db93d
Add workaround to avoid non-2D Dref explicit lod samples on Qualcomm
2020-05-15 19:03:27 +01:00
baldurk
e37c420263
Avoid EXT_direct_state_access VAO funcs for better compatibility
2020-05-15 19:03:27 +01:00
baldurk
672fbb84d8
Sanitise image layouts in pixel history
2020-05-15 19:03:27 +01:00
baldurk
ca28154fc0
Check for geometryShader feature when fetching prim ID in pixel history
2020-05-15 19:03:27 +01:00
baldurk
e08f4a43a9
Don't call GetBaseFormat/GetDataType for compressed formats
...
* The result is not needed and the call is invalid.
2020-05-15 19:03:27 +01:00
baldurk
5a0134ed4b
Free shader debugger in replay driver so it's proxied correctly
2020-05-15 19:03:27 +01:00
baldurk
d332c985e0
Try to handle pipeline creation failures
2020-05-15 19:03:27 +01:00
baldurk
ed0c143be7
Close replay thread last to process any invoked resource frees
2020-05-15 19:03:26 +01:00
baldurk
526af5f1db
Add missing type serialise
2020-05-15 19:03:26 +01:00