baldurk
5ca0e50939
Fix duplicated enum definition
2019-01-14 16:27:33 +00:00
baldurk
f3092b7df5
Add support for new KHR vulkan extensions
...
* VK_KHR_depth_stencil_resolve
* VK_KHR_shader_float16_int8
* VK_KHR_shader_float_controls
* VK_KHR_swapchain_mutable_format
2019-01-14 16:03:03 +00:00
baldurk
6508bffcda
Update vulkan headers to 1.1.97
2019-01-14 16:03:02 +00:00
baldurk
e56166838c
Sort some enum lists that were unsorted
2019-01-14 16:03:02 +00:00
baldurk
540cb7ce29
Track eglBindAPI to see if EGL is used with desktop GL. Closes #1233
2019-01-14 13:20:00 +00:00
baldurk
992311c2da
Fix shader compilation for triangle size overlay program
2019-01-14 13:20:00 +00:00
baldurk
ed18828a98
If a layer isn't present on replay, it's not fatal. Refs #1237
2019-01-14 13:20:00 +00:00
baldurk
465278c996
Use typeHint as a forced view cast on vulkan
2019-01-14 13:19:59 +00:00
baldurk
44da10be06
Change SRGB to be a component type, not a ResourceFormat flag
...
* This allows us to have sRGB as a type hint, and better matches API format
types.
* It's currently impossible and unlikely to ever be the case that srgb is
applied to anything other than UNorm, so having it be independent from the
component type was a degree of freedom that was unused.
2019-01-14 13:19:59 +00:00
baldurk
d72d924c39
Fix copy-paste error on display of D3D12 ClearRTV color. Closes #1236
2019-01-14 09:57:08 +00:00
baldurk
2da62da01a
Other IB/VB params in indirect call come from view in indirect data
2019-01-11 19:00:26 +00:00
baldurk
5e33353e79
Fix linux compile
2019-01-11 16:27:13 +00:00
baldurk
f39be022a3
Satisfy strange Qt thread-ownership requirements around QProcess objects
2019-01-11 16:03:35 +00:00
baldurk
8b28e0ed6d
Avoid doing a 0-byte glCopyBufferSubData as this can crash on AMD
2019-01-11 15:23:35 +00:00
baldurk
32dbfd6263
Fix resource usage tracking around indirect executes on D3D12
2019-01-11 15:23:04 +00:00
baldurk
5b480f968e
Fix crash on D3D9 if present parameters can't be fetched
2019-01-10 15:52:41 +00:00
baldurk
b1f3515090
Differentiate chunks with empty callstacks from those without callstacks
...
* This is a minor distinction but helps ensure that conversions to/from other
formats are binary identical.
2019-01-10 13:54:04 +00:00
baldurk
2e9635ff63
Add tests of stringification
2019-01-10 11:51:16 +00:00
baldurk
2caeaee3d1
Output directly into gl_dispatch_table_defs.h from gen_dispatch_table.py
2019-01-10 11:51:06 +00:00
baldurk
654775bf91
MSAA textures should be displayed with a simple 2D image view
2019-01-10 11:49:58 +00:00
baldurk
2e21577c80
Use dummy image when no stencil is present for MS<->Array. Closes #1230
...
* We need to fill all descriptors even if the stencil is skipped dynamically in
the shader, since we're not using VK_EXT_descriptor_indexing. Attempt to
create a dummy UINT MSAA texture.
2019-01-10 11:49:57 +00:00
baldurk
9694e97262
Enable GL_EXT_buffer_storage extension on GLES
2019-01-10 11:49:57 +00:00
akharlamov
04ca50ba63
Adding utility code for VK code generator.
...
ExtObject extends the SDObject structure with helper
methods.
Intervals are used for memory region tracking.
Change-Id: I38198c0a096ed838d527b6526216fb28326ebc89
2019-01-10 09:48:33 +00:00
Remi Palandri
5aaf3b4631
fix glCreateMemoryObjectsEXT by calling the correct function
2019-01-09 23:51:52 +00:00
Remi Palandri
356ef2587d
use glBufferStorageEXT instead of glBufferStorage on GLES platforms
2019-01-09 23:51:52 +00:00
baldurk
6eb4289a90
Fix missing override specifiers in Catch appveyor listener
2019-01-09 17:08:31 +00:00
baldurk
d265a14a45
Change renderdoccmd to be a console program on windows.
...
* This means it outputs natively/properly to stdout/stderr and its output can be
redirected with pipes.
* It does mean we need to be very careful whenever it's run internally to not
pop up a command window, which happens by default.
2019-01-09 16:27:15 +00:00
baldurk
150e6527ad
If a texture is typeless then account for type hint when pixel picking
2019-01-09 16:27:15 +00:00
baldurk
277ba1399c
Don't fetch structured counts for non-buffer UAVs
2019-01-09 16:27:15 +00:00
baldurk
48d6e94891
Fix D3D11InitialContents overloads so wrong types don't get cast
...
* ID3D11DeviceChild* is too broad and can accept a RTV or DSV if there's a bug.
2019-01-09 16:27:15 +00:00
baldurk
21e056e5b8
Fix stringification of bitfields with duplicate values
...
* We'd previously subtract the bitfield value twice, leading to underflow and
then lots of unknown bits appear to be set. Instead we should clear the bit so
that it's safe to apply multiple times.
2019-01-09 16:27:15 +00:00
baldurk
7ad3197982
Revamp catch appveyor reporter to report all test results in a batch
...
* We also only report one test per test-case, as trying to handle sections
separately is unreliable.
2019-01-09 16:27:15 +00:00
baldurk
22f8b2ac79
Specify original Vk*Flags in structured data instead of coerced FlagBits
...
* We coerce the type to the FlagBits enum for serialisation so the
stringification picks up the bits properly. However the variable is properly
typed as just 'Flags' which is a uint32_t typedef, so manually specify its
typename afterwards.
2019-01-09 16:27:14 +00:00
tabi.katalin
d19a495ee0
Handle launching more apps on Android
...
We can check whether an Android app has already been connected to RenderDoc, and warn the user to close the previous app before launching a new one.
2019-01-09 16:27:00 +00:00
baldurk
db2ef74d13
Fix initial state crashes for images in external queues. Closes #1226
2019-01-08 17:24:15 +00:00
baldurk
c34c57fe5c
Initialise latest renderdoc API in demos project
...
* We initialise both 1.0.0 for maximum compatibility, and the latest version for
maximum functionality.
* It's currently unused anyway
2019-01-08 11:38:22 +00:00
baldurk
24032c0039
Update demos project to latest in-application header
2019-01-08 11:36:14 +00:00
baldurk
ab8d07f29c
Add DiscardFrameCapture to in-application API, bumped to version 1.4.0
2019-01-08 11:35:48 +00:00
baldurk
39621ebc40
Delete leftover initial chunks when freeing initial contents
2019-01-08 11:31:17 +00:00
baldurk
8c946c67e0
Fix memory leak in D3D12 tests, sync GPU and reset allocator each frame
2019-01-08 11:29:28 +00:00
baldurk
459650a23c
Fix memory leak in GL text overlay rendering
2019-01-08 10:53:05 +00:00
baldurk
7a460fd85e
Fix appveyor catch.hpp listener
...
* Don't completely lose/misappropriate errors in tests that don't have a base
section
* Change the filename to actually be a filename, and include the base test name
as the first part of the section stack.
* Don't over-multiply duration by 1000 to convert to milliseconds twice.
2019-01-08 10:04:49 +00:00
baldurk
18bd9d8c9b
Add discord server links
2019-01-07 17:33:24 +00:00
baldurk
ab08b8e93d
Don't apply AMD MSAA workaround after 18.5.2
2019-01-04 18:54:19 +00:00
baldurk
a3ff33368b
Add some useful android logging for post-mortem debugging
2019-01-04 16:59:26 +00:00
baldurk
f3dda7959e
For very large tables, don't fallback to rendering all rows
...
* lastRow can return -1 in some situations where there's no last row visible,
but we don't want to render potentially millions of invisible rows.
2019-01-04 16:44:00 +00:00
baldurk
cea0129b9a
Don't completely disable tooltip on D3D12 for 'plain' resource views
...
* We still want the tooltip to display the resource state.
* Also add a tooltip for VBs/IBs which do have a state we want to display.
2019-01-04 16:37:23 +00:00
baldurk
18958fedd0
Workaround ARM driver bug, hide UBOs unless they're used. Closes #1225
2019-01-04 12:26:30 +00:00
baldurk
b0ff17ba08
Don't query texture parameters when a renderbuffer is bound to an FBO
2019-01-04 12:24:26 +00:00
baldurk
761f8be4bd
Fix mesh view with double vertex attribute inputs
2019-01-04 11:48:35 +00:00