Commit Graph

14273 Commits

Author SHA1 Message Date
baldurk 586ba368ce Fix incorrect stride when access chaining into vectors within matrices
* This would only break for row-major matrices where the index needs to pull out
  a column.
2023-12-19 17:07:26 +00:00
Jake Turner 5eb3778b9d Basic test for shader debugger out of bounds matrix lookup 2023-12-19 16:09:31 +00:00
Jake Turner a7a881c20d SPIR-V debugger: Fix error message parameters not matching format
Fixes a potential crash when displaying an error message about invalid scalar index on a matrix
2023-12-19 16:09:31 +00:00
Steve Karolewics f20c596a69 Fix D3D12 pixel history for events that do not have a pixel shader 2023-12-18 07:54:59 +00:00
Steve Karolewics 28ce7ac51c Add test for D3D12 pixel history 2023-12-18 07:51:51 +00:00
baldurk ca5783e712 Compile fix for bool cast 2023-12-14 15:31:29 +00:00
baldurk ec78d567dd Don't create illegal combinations of graphics pipelines for mesh renders 2023-12-14 15:19:40 +00:00
baldurk 3da12b266e Account for OpLine/OpNoLine when skipping past SPIR-V function variables 2023-12-14 15:10:34 +00:00
baldurk 2a255d8a8b Fix vulkan pixel history to handle mesh shaders 2023-12-14 13:38:49 +00:00
baldurk 8759551943 Use the right specialisation data to pack in task shader output BDA 2023-12-14 13:16:24 +00:00
baldurk 6dcbafe329 Fix calculation of scalar offsets for task payload in SPIR-V reflection 2023-12-14 13:16:24 +00:00
Jake Turner 3766b9fa2f D3D11 Discard bug fix for Dynamic, Staging Buffers
Staging buffers can't use D3D11_MAP_WRITE_DISCARD.
The memory copy loop was counting in bytes but copying in 4-byte chunks leading to memory trampling.
2023-12-14 12:28:07 +00:00
Jake Turner d33ad62a26 D3D11 Test for discard on Staging and Dyanmic Buffers 2023-12-14 12:28:07 +00:00
Jake Turner 6b74634ba0 D3D12 Pixel History use PS instead of VS to detect DXIL
Fixes crash when doing pixel history on DispatchMesh drawcall
2023-12-14 12:28:07 +00:00
Jake Turner d9db44fd32 SPIR-V Debugger: Make Op::Unreachable terminate debug session 2023-12-13 10:24:47 +00:00
Jake Turner 5bfb844643 SPIR-V OpSwitch support for 64-bit selectors #3140 2023-12-13 10:24:47 +00:00
Jake Turner 18a28eb8dc SPIR-V shader debug OpSwitch tests
Test with selector and literal of different types "int", "uint", "long", "ulong"
2023-12-13 10:24:47 +00:00
Jake Turner cb9dc1389f Vk Depth overlay always clear stencil to zero 2023-12-13 10:24:31 +00:00
Jake Turner 466cc148cf VK Overlay Test clear a stencil rectangle to one 2023-12-13 10:24:31 +00:00
Jovan Ristic bff9234a52 Fix pixel history on unknown format descriptors. 2023-12-13 10:07:01 +00:00
Jake Turner c454412e1e Remove unused code in D3D12 overlay 2023-12-12 14:16:06 +00:00
Jake Turner 2d51d890e4 Vk Depth overlay pipeline creation improvements
Use framebufferDepthSampleCounts instead of framebufferColorSampleCounts
Query for format support before trying to create a RenderPass using the format
2023-12-12 14:16:06 +00:00
Jake Turner d172b39309 Changed D3D12_PixelHistory to be a developer config option 2023-12-12 14:16:06 +00:00
Jake Turner a5bb368bf3 D3D11 Depth overlay remove reference on constant buffer 2023-12-12 14:16:06 +00:00
Jake Turner b26f961644 D3D12 Depth overlay always clear stencil to zero 2023-12-12 14:16:06 +00:00
Jake Turner 33da4ed278 GL Overlay Test clear a stencil rectangle to one 2023-12-12 14:16:06 +00:00
Jake Turner 60cb36e4c5 D3D11 Overlay Test clear a stencil rectangle to one 2023-12-12 14:16:06 +00:00
Jake Turner c09d5a81b6 D3D12 Overlay Test clear a stencil rectangle to one 2023-12-12 14:16:06 +00:00
Jake Turner 3e08b6f451 Depth overlay test check pixels outside the drawcall are black 2023-12-12 14:16:06 +00:00
Steve Karolewics ad2070c9c8 Add D3D12 pixel history implementation
It is disabled by default but can be enabled in the config editor
via D3D12/PixelHistory.
2023-12-12 08:47:30 +00:00
baldurk 15a6c03c43 Keep skipping amdvlk until AMD driver issue is fixed 2023-12-11 18:49:36 +00:00
baldurk 54df5d5ca7 Tweak rendering of slider controls in RDStyle 2023-12-11 11:56:27 +00:00
baldurk f8bbe1ed4f 32-bit compile fixes for demos project 2023-12-11 11:00:12 +00:00
baldurk 454e2f9d8d Bind a dummy SSBO for mesh vertex shader in triangle size overlay 2023-12-11 11:00:12 +00:00
baldurk bc63167f02 Don't skip hooking amdvlk to workaround AMD driver issue 2023-12-11 11:00:12 +00:00
baldurk 651fd92ce2 Clear lists of resources after closing on D3D11
* This means even if a resource leaks (which it shouldn't) we won't cause
  problems on loading a subsequent capture.
2023-12-11 11:00:12 +00:00
Jake Turner 564e0d09a4 Wildcard remove existing python executables in /usr/local/bin 2023-12-11 07:11:12 +00:00
Steve Karolewics f0917a9a0c Avoid D3D12 DLL unloaded assert with API validation enabled 2023-12-10 22:32:32 +00:00
Dan Hawson 442b48bb77 Mesh exploder
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.

Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.

Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00
baldurk da3e2366ac Completely disable layer-enable detection on Android
* Due to Android's broken custom loader this detection can't work.
2023-12-08 15:59:56 +00:00
baldurk b2959e0b78 Allow explicit RenderDoc layer enable for internal android instance 2023-12-08 15:41:18 +00:00
baldurk bf4dd094a8 Handle must-fail stencil state correctly in pixel history 2023-12-08 15:40:44 +00:00
baldurk f3a3d0ac58 Update image states after frame references to handle postponed resources
* We may fetch initial states for postponed resources when updating references,
  so don't update image states until after as the fetch is performed *before*
  the application's commands
2023-12-08 13:34:54 +00:00
baldurk 73945ee56e Don't scramble command buffer order when replaying image barriers 2023-12-08 13:34:03 +00:00
baldurk 9ba1661599 Remove unused persistent header chunk 2023-12-08 12:35:24 +00:00
baldurk 4bccf2dac3 For indirect mesh shaders fetch up-to-date dispatch arguments
* This doesn't work for whole-pass mesh fetch, but and will cause
  inconsistencies between single draws due to non-determinism, but should avoid
  crashes.
2023-12-07 12:18:43 +00:00
baldurk fd84a06ee2 Update amdspv executable on linux 2023-12-07 12:18:43 +00:00
Jake Turner 1b4b9ebc52 Vulkan Mesh Shader serialisation markup for Offset, Size type fields 2023-12-06 17:19:05 +00:00
Jake Turner 216fb0dc01 Offset and Size consistency display in BufferViewer UI
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
Jake Turner 10b0eb2b85 Offset and Size consistency display in PipelineState UI
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00