Commit Graph
12674 Commits
Author SHA1 Message Date
baldurk 5d1dc8f48a Add support for VK_EXT_global_priority_query 2021-10-22 12:01:45 +01:00
baldurk 36b9980de1 Add support for VK_EXT_rgba10x6_formats 2021-10-22 11:33:28 +01:00
baldurk 25530e8f11 Add support for VK_EXT_ycbcr_2plane_444_formats 2021-10-22 11:28:59 +01:00
baldurk c48764f222 Add support for VK_EXT_shader_atomic_float2 2021-10-21 20:26:55 +01:00
baldurk 0995dd404f Add suport for integer dot-product and subgroup uniform flow extensions 2021-10-21 20:26:55 +01:00
baldurk 71c1f6b7a0 Add support for VK_KHR_maintenance4 2021-10-21 20:26:55 +01:00
baldurk 0e75b926b0 Add support for VK_KHR_present_id/wait 2021-10-21 20:26:55 +01:00
baldurk 9b877549bd Add support for VK_KHR_format_feature_flags2 2021-10-21 17:11:56 +01:00
baldurk ead57d7351 Move document with list of supported vulkan extensions into repository 2021-10-21 17:11:56 +01:00
baldurk 56f87abcab Update vulkan & SPIR-V to latest
* Vulkan header 1.2.196
2021-10-21 14:25:44 +01:00
baldurk 604b556c67 Check for geometry shader as well as tessellation 2021-10-21 10:54:21 +01:00
baldurk 3cec544508 Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
* This is a stupid requirement as the quad overdraw shader doesn't use any
  interpolators, but the D3D12 runtime complains and refuses to create a PSO
  unless the PS has a matching signature. This works as long as the position was
  the first output from the previous stage, but if it isn't the PSO fails to
  create.
* To fix this, we take the existing shader and patch it by grafting the output
  signature from the last stage over onto the input signature, and patching up
  where the position is.
2021-10-20 17:22:43 +01:00
Steve Karolewics ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00
baldurk 0b5e8369d3 Add some literal returns for D3D12 swizzle enums 2021-10-19 18:12:30 +01:00
baldurk 8245b99b56 Avoid some redundant checks in GetLiveResource
* Historically we always expected a live resource, but with descriptors that can
  be stale we can have a lot of queries where it's fine to just get NULL back if
  the resource doesn't exist.
2021-10-19 18:12:19 +01:00
baldurk c753655ef1 Optimise lookup of API event from action 2021-10-19 17:53:48 +01:00
baldurk 92e3c21baf Always set pipeline state on D3D12 on all types of command buffer
* Notably this meant the pipeline state wasn't bound on compute-only command
  buffers
2021-10-19 17:05:30 +01:00
baldurk ee8c685880 Tweak docstring on performance counter viewer 2021-10-18 23:03:39 +01:00
baldurk 3324b7f86c Hide hidden/internal parameters in resource inspector 2021-10-18 17:53:08 +01:00
baldurk 469221ab15 Add sorting options to resource inspector, including 'recently used' 2021-10-18 17:11:36 +01:00
baldurk 6dd63c6aec Convert counter viewer to item model, sync filter with event browser 2021-10-18 14:14:36 +01:00
baldurk 531946c128 Skip marker regions when fetching D3D11/GL counters 2021-10-18 11:14:49 +01:00
baldurk 6ba5278f46 Fix pipeline stats queries on D3D11 2021-10-18 11:14:12 +01:00
baldurk c02c8355c7 Check queued initial state fetches on implicit thread switches on GL 2021-10-18 11:12:19 +01:00
baldurk 97dfda3c3c Fix use of GetCBufferVariableContents in tests 2021-10-18 10:20:08 +01:00
Remi Palandri 47d6c86222 support VK_EXT_fragment_density_map2
support VK_EXT_fragment_density_map2
2021-10-12 17:52:50 +01:00
Leonid Fedorov 5a2dd3fd77 Add support 3d ASTC compressed textures 2021-10-12 17:52:26 +01:00
Remi Palandri 0151c5ce88 add explicit folder name to d8 commandline
d8 on cmd/powershell doesn't handle asterisks properly for folders, so replacing it by current ABI folder name
2021-10-11 12:22:40 +01:00
baldurk 501b67bccf Further clang warning fixes 2021-10-06 19:17:15 +01:00
baldurk 484f25bb75 Linux compile fixes 2021-10-06 17:14:29 +01:00
baldurk 1464eaeb81 Ensure linux process hooks don't do anything on replay 2021-10-06 16:31:44 +01:00
baldurk b71b84374f Implement option to export current vulkan pipeline to fossilize db 2021-10-06 16:31:44 +01:00
baldurk c76c761bab Fix some crashes exporting HTML pipeline state on vulkan 2021-10-06 16:31:43 +01:00
baldurk 18647c3d87 Improve important tagging for vkCreateRenderPass2 2021-10-06 16:31:43 +01:00
baldurk b850c2d7fe Fix incorrect use of QByteArray::fromRawData, it doesn't copy input data 2021-10-06 16:31:43 +01:00
baldurk 2206f6bd2f Don't add duplicate derived resources 2021-10-06 16:31:43 +01:00
baldurk fb912b4853 Add a recursive search function in SDObject 2021-10-06 16:31:43 +01:00
baldurk 73f78bd8a4 Ensure formatting tags aren't exported/put on the clipboard. Refs #2382
* When we're formatting text we want just the plain text version to be used.
2021-10-06 16:31:43 +01:00
Leonid Fedorov 73f0c7681f Add support 2d array/3d textures read back for GLES 2.0/3.0 2021-10-06 13:05:24 +01:00
thisisjimmyfb dc9fd45fc2 Make Oculus' on device Vulkan Validation Layer avaiable for load
Without this Renderdoc won't be able to load the on device VVL
2021-10-04 23:27:23 +01:00
baldurk f80b5ce62a Fix texel read/write to respect format conversion when debugging shaders 2021-10-04 19:22:52 +01:00
baldurk bae2f44bf1 Support bool parameters in vulkan debug printf 2021-10-04 19:19:49 +01:00
baldurk c070dfd847 Clarify root signature index in D3D12 pipeline view
* Internally we split ranges, but for display we should use the original root
  signature index.
2021-10-04 18:39:33 +01:00
baldurk c24dd2e7aa Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as
  long as they have different stages.
2021-10-04 17:03:27 +01:00
baldurk ff40a98ac7 Specify stage for spirv-cross in case it's needed to disambiguate 2021-10-04 17:01:34 +01:00
baldurk 4b261bd8f6 Fix problems with GL counter fetch around multi-draw draws 2021-10-04 15:40:56 +01:00
baldurk cd1b68aadf If a shared resource is imported mid-capture, snapshot initial contents 2021-10-04 15:05:07 +01:00
baldurk 44cfabb12a Remove more problematic D3D11 misc resource flags 2021-10-04 15:04:48 +01:00
baldurk 3ed35bf253 Fix assignment of 64-bit vertex input element locations. Closes #2380 2021-10-04 13:07:24 +01:00
baldurk 83da4cb471 Sanitise : in pipeline state vertex input names 2021-10-04 13:05:57 +01:00