Commit Graph

14203 Commits

Author SHA1 Message Date
baldurk 5f95fb95a2 Fix crash patching DXIL per-primitive mesh outputs v1.30 2023-12-04 11:57:15 +00:00
Jake Turner 3eccdc736e D3D12 Depth overlay fix for unset stencil mask 2023-12-04 10:50:01 +00:00
Jake Turner 693fa9e8ea GL Depth Overlay fallback to non-stencil mask
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner 04050e36f5 D3D12 Depth Overlay fallback to non-stencil mask
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner 0ef2210ab7 Vulkan Depth Overlay fallback to non-stencil mask
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner a6529bd1bb Vulkan Depth Overlay specify stencil dynamic state 2023-12-03 21:00:34 +00:00
Jake Turner defe79d82c D3D11 Depth Overlay improvements
Handle depth copying with a texture array source
Clear stencil to zero during the depth copy to match the other implementations
Specify the bind flags when creating the new depth-stencil texture
2023-12-03 21:00:34 +00:00
baldurk d52f97c225 Make sure buffer viewer panels can't be closed 2023-12-01 13:00:08 +00:00
baldurk 32e1f62199 Give overlay test reasonable epsilons to account for shift 2023-12-01 11:59:14 +00:00
baldurk 559a129d2c Fix vertex linking in GL_Mesh_Zoo to write to col2 properly 2023-12-01 11:44:44 +00:00
baldurk aac7dc1c31 Revert workaround for AMD drivers as non-functional
* Previous workaround may not be functional either, but is left for now.
2023-11-30 20:54:59 +00:00
baldurk 73ab2cd447 Add further workaround for weird AMD driver behaviour 2023-11-30 17:44:20 +00:00
baldurk d77fc1ed22 Update documentation to mention meshlet solid shading 2023-11-30 14:41:14 +00:00
baldurk 0b18cefc5f Specify correct library flag when creating partial pipelines 2023-11-30 14:38:48 +00:00
baldurk 10bdf616a7 Fix memory corruption properly in test 2023-11-30 13:30:00 +00:00
baldurk 01820aad82 Donn't set rasterization state to NULL for pre-rasterization shaders 2023-11-30 13:29:59 +00:00
Jake Turner a43cb1f58c Stop compute shader usage being computed for Drawcalls 2023-11-29 17:29:50 +00:00
baldurk 21b9600e6d Set vertex input structs to NULL to work around AMD driver bug 2023-11-29 12:23:35 +00:00
baldurk 06ac6298dc Don't serialise vertex input structs if using mesh shaders 2023-11-29 12:18:06 +00:00
baldurk 55c18e4868 Improve D3D12 line AA on AMD 2023-11-28 17:04:56 +00:00
baldurk 1df386847f Compile fix 2023-11-28 16:49:58 +00:00
baldurk be372cde46 Improve mesh viewer UI for task/mesh shaders range filtering 2023-11-28 16:19:05 +00:00
baldurk 400e712deb Fix crash opening task shader context menu with no task shader 2023-11-28 16:18:47 +00:00
baldurk ae969dfdd5 Fix spirv-plugins build scripts 2023-11-28 13:24:30 +00:00
baldurk 65a13b1a6d Fix memory corruption in VK_Parameter_Zoo test 2023-11-28 12:04:26 +00:00
Jake Turner d72d79052a Extend Vk Depth Test Overlays
Support shader exported depth by replaying using the capture pixel shader to determine passing pixels
2023-11-27 16:33:57 +00:00
baldurk 1246f8007a Restore hack to get homebrew working again 2023-11-22 17:14:48 +00:00
baldurk 800c321d16 Re-order vertex bindings to match sensible order. Closes #3145 2023-11-22 15:30:10 +00:00
baldurk 9e79ba3416 Fix DXIL patching for quad overdraw
* Also tweak the test output to be more organised
2023-11-20 18:17:51 +00:00
baldurk b9c338568f Set the correct type for i8 metadata constants in DXIL 2023-11-20 18:17:21 +00:00
baldurk 9082c985c6 Remove deferred swapchain memory flag 2023-11-20 15:19:16 +00:00
baldurk 7db65dc01b Allocate dynamic SSBO descriptors in our debug descriptor pool 2023-11-20 13:59:21 +00:00
baldurk 0d9ea809dd Fix some test failures by consistently stripping gl_PerVertex_Var prefix 2023-11-17 18:47:47 +00:00
baldurk 48222bf5bb Disable reporting of multiviewMeshShader feature 2023-11-17 18:47:47 +00:00
baldurk 58f206eed0 Get output topology reflection on D3D12 for mesh shaders 2023-11-17 18:47:47 +00:00
baldurk 10face5f4c Avoid error by checking for NULL first before accessing const members 2023-11-17 18:47:47 +00:00
shaltupssen 21972fa5b4 Fix abi name for android x86 2023-11-17 10:21:43 +00:00
baldurk 41d2e69d00 Remove unused lambda captures 2023-11-17 02:00:20 +00:00
baldurk 98dd806298 Remove duplicate docstring 2023-11-17 01:59:18 +00:00
baldurk 3976bba298 Add missing documentation strings 2023-11-17 01:43:19 +00:00
baldurk d171cdb1c6 Fix compilation on 32-bit 2023-11-17 01:39:52 +00:00
baldurk 70b2fac658 Fix compile warning on some D3D12 HLSL compiler versions 2023-11-17 00:47:55 +00:00
baldurk 07b1c3f857 Add options to filter and correlate between task and mesh invocations 2023-11-17 00:47:55 +00:00
baldurk 1df7c1ae81 Implement mesh viewer support for task/mesh shaders 2023-11-17 00:47:55 +00:00
baldurk d898e2ac09 Detect and prevent crashes on broken dxc-produced task shaders 2023-11-17 00:47:55 +00:00
baldurk 8f945ab404 Use shader patching functions to fetch amp. & mesh outputs on D3D12 2023-11-17 00:47:28 +00:00
baldurk 4e12adfab1 Add function to patch mesh shader DXIL to store mesh output
* See equivalent previous Vulkan commit for more notes.
2023-11-17 00:47:28 +00:00
baldurk 882cd8c9ec Add function to patch amp. shader DXIL to feed from buffer 2023-11-17 00:47:28 +00:00
baldurk 980677f50c Add function to patch DXIL to fetch amp. shader outputs 2023-11-17 00:47:28 +00:00
baldurk 2f3a0640f5 Use shader patching functions to fetch task & mesh outputs on Vulkan 2023-11-17 00:47:27 +00:00