Commit Graph

10850 Commits

Author SHA1 Message Date
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