baldurk
646bb736fa
Fix problem if the uninitialised variable value is NaN
2020-05-05 16:24:27 +01:00
baldurk
84fc7f7950
Fix handling of dynamic buffer offsets in non-debugged stages
2020-05-05 16:24:12 +01:00
Steve Karolewics
f312dbba08
Add a D3D12 test for various VS/PS shader linkage scenarios
...
Fixed a bug that this new test uncovered. There are still several
draw calls that fail in this test, which can be fixed in future changes
2020-05-04 18:44:56 +01:00
jpark37
a8cf6f275e
Add IUnknown support to WrappedID3D11Device::OpenSharedResourceInternal
2020-05-04 15:47:35 +01:00
baldurk
0e8cb5b2eb
Set search direction properly for find previous/next. Closes #1866
2020-05-04 13:48:25 +01:00
baldurk
007ad9f429
Add spec-required features in 1.2 features struct
...
* If we add this struct to enable buffer device address we must also enable any
other features the spec requires.
2020-05-04 13:40:01 +01:00
baldurk
85bd67829c
Compile fix for apple, unused lambda capture
2020-04-30 20:28:03 +01:00
baldurk
d7a4475c9c
OpConvertFToU for negative input is undefined, don't test it
2020-04-30 19:41:52 +01:00
baldurk
7512834ed0
Array layer is not needed when querying lod
2020-04-30 19:01:01 +01:00
baldurk
b7aeada8c7
Ensure dummy cubemap view has 6 layers visible
2020-04-30 19:00:48 +01:00
baldurk
943515fcbf
Fix OpPhi breaking if function call stomped last known block
2020-04-30 18:15:29 +01:00
baldurk
38058fadac
Add some OpPhi tests
2020-04-30 18:15:29 +01:00
baldurk
4b45c6be96
Handle naming structs properly
2020-04-30 18:15:29 +01:00
baldurk
98f0a926b8
Make sections of SPIR-V asm global so tests can append to them
2020-04-30 18:15:29 +01:00
baldurk
e1a7349b9c
Support variable initialisers
...
* We also set uninitialized variables to 0xcccccccc to make it clearer that they
are invalid.
2020-04-30 18:15:29 +01:00
baldurk
d9a189425c
Don't override RGP setting in RGP tests
2020-04-30 18:15:29 +01:00
baldurk
47bf8adccd
Fix case of VK_Pixel_History file
2020-04-30 18:15:29 +01:00
baldurk
a28f77ab7d
Support debugging fetching input attachments
2020-04-30 18:15:29 +01:00
baldurk
4695259078
Subpass inputs are considered read-only
2020-04-30 18:15:29 +01:00
baldurk
e2fce8cad1
Fix crash if accessed resource is unbound
2020-04-30 18:15:29 +01:00
baldurk
1a057303a2
Don't add Storage to type name for subpass inputs
2020-04-30 18:15:29 +01:00
baldurk
4b3ef6c6f4
Add block decoration when using StorageBuffer storage class
2020-04-30 18:15:28 +01:00
baldurk
f6ec10659d
Tighten up comparisons in Resource_Lifetimes tests
2020-04-30 18:15:28 +01:00
baldurk
fc3980b610
Fix GL_Vertex_Attr_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
0b3b026fdb
Fix VK_CBuffer_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
9c0423506d
Don't test timeline semaphore if it's not supported
2020-04-30 18:15:28 +01:00
baldurk
fb72ecc97d
Add fallback to disable descriptor-heavy parts of shader debug test
2020-04-30 18:15:28 +01:00
baldurk
20e17a3f20
Add a configurable timeout when running demos program
2020-04-30 18:15:28 +01:00
baldurk
94be1b8ce8
Fill shader debug fetch descriptors with dummy contents
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* We need to do this to comply with static use, which is considered *before*
specialization constants have been applied, meaning when we run our gather all
variants must be valid :(.
2020-04-30 18:15:28 +01:00
baldurk
48451793bb
Enable imageCubeArray feature if possible, fallback if not available
2020-04-30 18:12:34 +01:00
baldurk
4bd11e1111
Ensure we have enough descriptors in the pool for debug descriptors
2020-04-30 18:12:34 +01:00
baldurk
408cb10053
Don't create degenerate access chain to load global variable
...
* This seems like it's legal, but let's not do it anyway just in case.
2020-04-30 18:12:34 +01:00
baldurk
811d6323b0
Fail early if required extension/feature isn't available
2020-04-30 18:12:34 +01:00
Julian Meder
7a6326818c
Add support for ID3D12Heap, ID3D12DeviceChild in dx12 OpenSharedHandle
...
Added support for ID3D12Heap and general ID3D12DeviceChild to ID3D12Device::OpenSharedHandle hook.
2020-04-30 18:12:22 +01:00
baldurk
e8f3c547be
Add fallback to remove queue priorities if device creation fails
2020-04-29 22:12:12 +01:00
baldurk
54abdc3d14
Fix racy cross-thread access to target control connection. Closes #1857
2020-04-29 18:48:51 +01:00
baldurk
c02675bcd0
Fix incorrect reflection for 1,1,1 group size compute shaders
2020-04-29 18:48:51 +01:00
baldurk
26aa7fbb1e
Fix handling of pointers into matrix columns
2020-04-29 18:48:51 +01:00
baldurk
2865fe101d
Deduplicate resource accesses by binding not by name
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* For D3D this should be equivalent since name == bindpoint, but for SPIR-V this
prevents the same binding being loaded into multiple SSA variables from being
added every time.
2020-04-29 18:48:51 +01:00
baldurk
fe882fe872
Default to debug variables panel if there's no high-level debug info
2020-04-29 18:48:50 +01:00
baldurk
1da60805e0
Allow source variable mappings to point to the root of a complex type
...
* For vulkan debugging where high-level variables are not scattered amongst
vectors, there's no point in having the whole tree expanded for source mapping
struct-to-struct or array-to-array.
2020-04-29 18:48:50 +01:00
baldurk
ff07c88a65
Simplify tracking & allocation of pointers
2020-04-29 18:48:50 +01:00
baldurk
75befa30d8
Support workgroup private variables in debugging
...
* We don't simulate other threads so this will be similar to groupshared on
D3D11 which doesn't have accurate contents.
2020-04-29 18:48:50 +01:00
baldurk
2eaeb96799
Add UI to vulkan pipeline state viewer to allow compute debugging
2020-04-29 18:48:50 +01:00
Aliya Pazylbekova
2cb546686b
Vk Pixel History: multi sampled colour
...
Colour only, depth/stencil copy not supported.
This means that we only report pre-mod and post-mod colour values for
events. Since stencil copy is not supported, number of fragments is
not reported, and shader output is not queried.
2020-04-29 18:48:37 +01:00
baldurk
ccab431cd1
Re-enable some warnings in glslang that have been fixed
2020-04-28 18:15:34 +01:00
baldurk
b0aaae0a8a
Update glslang to 8.13.3743. Closes #1851
2020-04-28 18:15:34 +01:00
baldurk
7ef7afc6c6
Fix warning with clang 10
2020-04-28 18:15:34 +01:00
baldurk
63c1ecd89c
Handle vertexOffset properly in mesh decode example. Closes #1852
2020-04-28 18:15:34 +01:00
baldurk
7c265efe2e
Configure ShaderConstant descriptor for vertex inputs
2020-04-28 18:15:33 +01:00