Commit Graph
12839 Commits
Author SHA1 Message Date
baldurk 597644435d Name some internal image and imageview objects for vulkan 2022-02-08 18:07:38 +00:00
baldurk c853dbcd10 Fix version check on vulkan not storing instance version properly 2022-02-08 18:07:38 +00:00
baldurk 7a0a8fa855 explicitly disable shading rate attachment when using old RP create 2022-02-08 18:07:38 +00:00
Steve Karolewics f552b1b4e9 Prevent focus reset when typing in the compute debug selector 2022-02-08 16:27:55 +00:00
follower 3471e64c8f Fix incorrect link for include-bin credit.
The current link appears to be an accidental duplication of the URL from the project listed immediately above.

This commit appears to be the origin of the duplicated URL: https://github.com/baldurk/renderdoc/commit/b5c7944038572eebffde32e1279c45c4f6d84153#diff-4673a3aba01813b595de187a7a6e9e63a3491d55821606fecd9f13a10c188a1dL98

Note: This "correct" link is to the original repository URL which appears to no longer exist.

For reference:

 * Original commit with the inclusion of `include-bin`: https://github.com/baldurk/renderdoc/commit/864fdbe179b6c1f20cae7c753fb018bec74b5738

 * Original issue which lead to the inclusion: https://github.com/baldurk/renderdoc/issues/314#issuecomment-238204556
2022-02-05 18:53:25 +00:00
Remi Palandri 5f61bf1510 erase all liveIDs when replacing resources 2022-02-04 20:04:32 +00:00
Steve Karolewics c6c93efd22 Fix shader debugging display of high-level boolean variables 2022-02-04 20:04:19 +00:00
baldurk 6ab4c1ad74 Add support for VK_KHR_fragment_shading_rate. Closes #2426 2022-02-04 16:45:15 +00:00
baldurk e58cb9a73b Fix stepping over/into on instructions in the same function 2022-02-04 16:45:15 +00:00
baldurk 7266dd8960 Read inline information for vulkan debug and use it to get callstack 2022-02-04 16:45:15 +00:00
baldurk 7f130077da When source debugging, skip non-mapped instructions
* We entirely skip over any instructions that don't have a source mapping. These
  are assumed to be filler instructions or others that don't correspond usefully
  to anything in the source.
2022-02-04 16:45:15 +00:00
baldurk 309a2aaded Add variable debug variables when we have debug info
* We don't want to wait until the first store to do this, since the source
  variables are added at the appropriate scope - even before the first store.
2022-02-04 16:45:15 +00:00
baldurk 2f0be387c4 Use DebugSource and DebugLine/DebugNoLine for line-number info 2022-02-04 16:45:15 +00:00
baldurk 70200ed0a8 Account for locals within loops coming from later mappings
* We invert the mapping so that instead of each local having its list of
  locations and picking the latest at any point, we track the "current" and
  update the mappings with any changes we come across at each step.
2022-02-04 16:45:15 +00:00
baldurk 3b38d2989d Include constants in shader changes when debug info references them 2022-02-04 16:45:15 +00:00
baldurk 1033403d57 Explicitly sort source vars by last write to underlying ID
* This system works both for debug info local variables and auto-generated named
  variables
2022-02-04 16:45:14 +00:00
baldurk b562c462c5 Apply vulkan debug information for source variable mappings 2022-02-04 16:45:14 +00:00
baldurk e6cb5ca88e Store extended vulkan debug information 2022-02-04 16:45:14 +00:00
baldurk a12a320f18 Skip debug info OpExtInst during debugging 2022-02-04 16:45:14 +00:00
baldurk c90a6a72fc Process source and global variable information from vulkan debug info 2022-02-04 16:45:14 +00:00
baldurk 0dbd579c10 Prefer source debugging when we find vulkan debug info 2022-02-04 16:45:14 +00:00
baldurk 401e995748 Don't disassemble most vulkan debug info SPIR-V opcodes
* These are metadata for us, not for general consumption in a user-facing
  disassembly
2022-02-04 16:45:14 +00:00
baldurk 4d0aba7725 Include non-semantic debuginfo grammar 2022-02-04 16:45:14 +00:00
baldurk 68401caea3 Generate larger staging buffer for vulkan discard patterns
* The pattern buffer is 64x8 but doing copies to each target location can cause
  issues on very large textures. Instead we generate a 256x256 buffer with
  repetitions on load (which is still only ~256-512kB), and copy from that. We
  can still do truncated copies so we don't need a smaller buffer, and this
  greatly reduces the number of buffer copies issued.
2022-02-04 16:45:14 +00:00
Steve Karolewics f082d53c92 Fix D3D12 shader debugging with root sig deny flags
The root signature can specify deny flags for shader types. If this
is the case for a shader we're debugging, we need to ensure that
the flags are cleared to allow sample/gather instructions to work.
2022-02-04 12:38:27 +00:00
Leonard Tsai f7c34cdb0c Support VK_KHR_depth_stencil_resolve attachment in pipeline state view
Depth stencil resolve attachments were not being serialized and exposed in the pipeline state view. This change serializes the attachment id for the depth-stencil resolve attachment so that it can show up in the pipeline state view.

Update name of depth/stencil in pipeline viewer

Fix clang formatting

Update struct type
2022-02-03 18:49:10 +00:00
baldurk 76e273cbd4 Fix another clang warning 2022-02-03 11:13:16 +00:00
baldurk 4e8895983b Fix clang warning about unused break 2022-02-02 17:00:26 +00:00
baldurk e06a01d03d Fix compilation on linux 2022-02-02 16:13:25 +00:00
baldurk fdda8be9c6 Allow watch variables to specify a color-swatch with ,c. Closes #2475 2022-02-02 15:00:44 +00:00
baldurk d844d3af39 Fix missing stencil store op in discard zoo test 2022-02-02 15:00:44 +00:00
baldurk e4fd52c367 Fix generation of NaNs in vulkan shader debug zoo test 2022-02-02 15:00:44 +00:00
baldurk e42b0ff2ca Refactor ShaderVariable use and non-32-bit precision. Closes #2466 2022-02-02 15:00:43 +00:00
Remi Palandri 4b748c6368 fixing valid issues 2022-02-02 11:04:42 +00:00
baldurk 4bf2e00ba5 Switch custom prefixes from defines to static constants 2022-02-01 01:07:25 +00:00
baldurk f40e1fe951 Fix docstring references to ShaderSourcePrefix 2022-02-01 00:09:35 +00:00
baldurk 7320aa27a1 Add ShaderSourcePrefix to docs index 2022-01-31 20:38:06 +00:00
baldurk 3d49524da4 Don't enable functionality not supported by the current physical device 2022-01-31 19:28:08 +00:00
baldurk 3ac4bd0ebd Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros
  to abstract away binding differences between APIs, so custom shaders will be
  more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
  won't break on vulkan because they refer to incorrect binds.
2022-01-31 19:14:08 +00:00
baldurk 0d7dcabdac Clamp version for vulkan 1.3 drivers that don't support BDA cap/replay 2022-01-31 17:25:23 +00:00
baldurk 6ca3d00f25 Print an error message for process creation failures on windows 2022-01-31 12:02:26 +00:00
baldurk 4f6d6d9c7f Fatal errors should always print to stderr 2022-01-31 10:34:34 +00:00
baldurk 66e377f4cb Destroy framebuffer before recreating it, and don't leak loadRP/loadFBs 2022-01-28 17:21:56 +00:00
baldurk 54fa3a7802 Recalculate scrollbar limits after switching textures. Closes #2470 2022-01-28 13:49:48 +00:00
baldurk 9d0511bf44 Ignore typecast for pixel context view, on custom shaders. Closes #2459
* When we've applied a custom shader we're now displaying from our internal
  custom shader output texture which means we need to ignore some display
  properties. These are already ignored in RenderTexture where the custom shader
  is applied, but we also need to ignore it in the context display.
2022-01-28 13:09:31 +00:00
Jordan Justen 387d12db42 glsl_shaders: Update setEnvInput() call for non-SPIR-V GL shaders
Ref: https://github.com/KhronosGroup/glslang/issues/2872
Ref: https://github.com/KhronosGroup/glslang/commit/81cc10a498b25a90147cccd6e8939493c1e9e20e

After discussions with the glslang developers, it appears that the
parameters in glslang's setEnvInput() function are a bit more geared
towards SPIRV that the documentation implied.

After the glslang commit above, and discussions with the developer, it
seems that the 3rd parameter to setEnvInput() should only be set to
EShClientOpenGL if you want to enable the ARB_gl_spirv extension.

The 4th parameter to setEnvInput() is version, but it is used to
indicate the version of either the KHR_vulkan_glsl extention for
vulkan, or the ARB_gl_spirv extension for OpenGL with SPIR-V.

So, if the shader type is neither ShaderType::Vulkan, nor
ShaderType::GLSPIRV, we should specify glslang::EShClientNone for the
3rd parameter and 0 for the 4th parameter of setEnvInput().

This doesn't actually impact renderdoc with the currently bundled
glslang 8.13.3743, because they failed to pass the environment through
during pre-processing.

But, this changed in this glslang commit in 11.2.0:

 * 6274ec5c ("Pass environment through PreprocessDeferred")
 * https://github.com/KhronosGroup/glslang/commit/6274ec5c

After this change, renderdoc passes the environment through to the
pre-processor, and with the current parameters to setEnvInput(),
glslang will start to define GL_SPIRV in the shaders during
pre-processing.

Then, in renderdoc's glsl_globals.h, GL_SPIRV causes the pre-processor
to set:

 * #define IO_LOCATION(l) layout(location = l)

which then causes Mesa to produce this error when compiling the shader:

 * GL_VERTEX_SHADER compile error: 0:239(2): error: shader output
   explicit location requires GL_ARB_separate_shader_objects extension
   or GLSL 4.20

Signed-off-by: Jordan Justen <jljusten@gmail.com>
2022-01-27 11:59:25 +00:00
Remi Palandri c86261e776 add gl_ViewIndex to PS-debugprintf 2022-01-25 19:49:34 +00:00
baldurk ec5c5d98e8 Handle failed maps as fatal errors on vulkan. Refs #2460
* We manually check for NULL returned map pointers and treat this as a fatal
  error, even if the map itself returns VK_SUCCESS
2022-01-25 15:19:44 +00:00
baldurk e607e45a92 Handle multiple switch statements in DXBC shaders
* Without this when a default statement is hit we would never properly process
  the matching endswitch
2022-01-25 15:19:41 +00:00
baldurk a8b6981b14 Fix backwards check in vulkan fatal error detection. Refs #2460 2022-01-25 15:19:39 +00:00