baldurk
659aaae047
Fix handling of UAVStartSlot above max RTV count
2019-09-11 14:41:08 +01:00
baldurk
d9acded76c
Add indirect buffer bit to our own internal indirect buffer
2019-09-11 09:36:50 +01:00
baldurk
07269b9693
Don't full replay vkCmdExecuteCommands if we're only doing a single draw
2019-09-11 09:36:36 +01:00
baldurk
173a2684e5
Fix replaying of executed secondary command buffers
2019-09-10 18:32:23 +01:00
baldurk
93be77f35d
Add some better handling and messages for errors in intel D3D11 counters
2019-09-10 18:32:23 +01:00
baldurk
554b96d619
Process VK_WHOLE_SIZE before marking memory as referenced
2019-09-10 18:32:23 +01:00
Aliya Pazylbekova
2ef06d3f6f
Add support for GOOGLE_display_timing extension
2019-09-10 18:32:13 +01:00
baldurk
b7d78d8e07
Allow EGL functions to be missing on replay if we don't need them
2019-09-10 13:41:08 +01:00
baldurk
764f294d75
Allow displaying fatal messages from android logcat
2019-09-10 13:31:56 +01:00
Cody Northrop
24fb676aa1
android: Switch to GLES layer on Android Q
2019-09-10 13:23:57 +01:00
Cody Northrop
b2ef4884e0
android: Remove android:process from GetExecutableFilename
...
In Android Q, apps that use android:process will have a colon and
text in the result of cmdline, breaking the intent of the function.
https://developer.android.com/guide/topics/manifest/service-element#proc
2019-09-10 11:16:02 +01:00
baldurk
ecb704f014
Put vulkan pixel history file into right filter
2019-09-10 11:15:57 +01:00
baldurk
aa791d3306
Fix handling of unbound descriptor sets, assume statically not used
2019-09-09 11:19:08 +01:00
baldurk
8fb2f359ff
Handle GL_SRGB and GL_SRGB_ALPHA as a base format
...
* This doesn't seem to be legal but it's easy to just tolerate for buggy
applications.
2019-09-09 11:00:29 +01:00
baldurk
ba4ccca62f
Don't load libEGL.dll from a global path on windows
...
* EGL emulators are not sufficiently stable to run RenderDoc, so we want to be
able to fall back to EXT_create_context_es2_profile unless the libEGL.dll is
explicitly placed in our plugin path.
2019-09-09 11:00:04 +01:00
baldurk
54291b0e29
Fix linux compilation (again)
2019-09-07 12:06:05 +01:00
baldurk
7fe044faaf
Fix display of 64-bit integers in buffer viewer
2019-09-07 09:24:46 +01:00
baldurk
54f271930c
Use correct draw count when replaying glMultiDraw*IndirectCount
2019-09-07 09:13:11 +01:00
baldurk
02dcd2183a
Fix linux compilation
2019-09-06 23:19:38 +01:00
baldurk
e1eaf07f2e
Display longs as hex if xlong is used
2019-09-06 22:24:56 +01:00
baldurk
a50513e561
Correctly handle long format elements
2019-09-06 22:19:28 +01:00
baldurk
9c6bfa6788
Remove static resource lists, make them members of the device
2019-09-06 22:19:28 +01:00
baldurk
1eecd56896
Fix gl prefix on function checks
2019-09-06 22:19:28 +01:00
Aliya Pazylbekova
141f28dfc9
Update GGP integration
2019-09-06 18:42:43 +01:00
baldurk
c9f13a657d
Add test cases of shader editing on GL and Vulkan
2019-09-05 20:36:12 +01:00
baldurk
852e538145
Add missing boundary check in MemRefInterval iteration. Closes #1510
2019-09-05 20:36:12 +01:00
baldurk
190cba427c
Refactor shader editing to more reliable approach
...
* When we replace a shader in GL there are a few knock-ons: we need to replace
the programs that use this shader, and then from there we need to replace the
pipelines that use the program. We also need to beware of programs created
with glCreateShaderProgramv which refer to themselves as both a program and a
shader.
* Previously we'd look at the edited shader, then recurse and look at programs,
then recurse and look at pipelines. We'd try to remember which one replaced
which so we could undo it again.
* Now we just do this in subsequent passes since there is only a one-way
dependency: First replace the shader as needed, then update any programs and
either replace or remove replacement as needed, and finally update any
pipelines.
* On Vulkan and D3D12 it's simpler as we just have shaders -> pipelines but the
same principle applies.
2019-09-05 20:36:12 +01:00
baldurk
9627332667
Add a utility function to tests to pick a pixel and check its value
2019-09-05 20:33:25 +01:00
baldurk
ce474e07e1
Remove programs and pipelines when they are deleted
...
* This prevents shader editing from trying to modify deleted programs
2019-09-05 20:33:25 +01:00
baldurk
0df24b2d7d
Don't fetch uniform values if we get a -1 location
2019-09-05 20:33:25 +01:00
baldurk
c48578fdd9
Add new location remapping when editing shaders on GL
...
* If they're autogenerated then unfortunately the locations in a shader can
change over edits depending on what the shader is doing. We need to remap
across this as well as composing that onto any capture-replay remapping.
2019-09-05 20:33:25 +01:00
baldurk
7f838fc88c
Don't trash SPIR-V shaders on GL after compiling them
2019-09-05 20:33:25 +01:00
AJ Weeks
1961495390
Disable/enable (rather than show/hide) toggles
2019-09-05 20:33:14 +01:00
AJ Weeks
0a973130ac
Keep "Show hidden rows" text constant now that checkbox appears
2019-09-05 20:33:14 +01:00
AJ Weeks
7231de0ed0
Allow hidden errors and warnings to be shown again
...
* Fix copy paste typos (lines 322, 329)
* Allow hidden rows in Errors and Warnings tab to be made visible again
2019-09-05 20:33:14 +01:00
baldurk
878d4140c3
Fix support for checkable menu items in RDStyle
2019-09-05 11:48:48 +01:00
baldurk
588025fc6c
Add test case for misaligned dirty regions on vulkan
2019-09-05 11:48:47 +01:00
baldurk
4a4884129b
Allow overriding replay options in test cases
2019-09-05 11:48:47 +01:00
baldurk
bfad3dac2f
Don't set optimisation level until we have replay options on Vulkan
2019-09-05 11:48:47 +01:00
Benson Joeris
a14141eb52
Align MemRef intervals ( #1510 )
...
When initializing VkDeviceMemory resources, some regions may be cleared
using vkCmdFillBuffer, rather than having initial data copied.
vkCmdFillBuffer requires that the interval offset and size are multiples
of 4.
This change aligns all of the intervals containing the `FrameRefType`s
used to determine the initialization requirements for VkDeviceMemory.
This alignment is done as the intervals are loaded so that the
initialization (before the first replay) and reset (before subsequent
replays) use consisent alignment.
Change-Id: Icb1a1ba5fc0045fc4ec1ccbfe9caad06154f2338
2019-09-05 10:51:02 +01:00
baldurk
16164d5157
Fix off-by-one error accessing deferred shadow buffers in D3D11 record
2019-09-05 00:55:35 +01:00
baldurk
205ec0ecf8
Update misaligned dirty demo to have interesting data in all bytes
2019-09-04 18:40:43 +01:00
baldurk
bae2ea3767
Add demo program that misaligns the dirty region of a buffer
2019-09-04 18:13:41 +01:00
baldurk
6db13115a3
Fix access to array after target element has been removed
2019-09-04 16:22:29 +01:00
baldurk
60faef5ce5
Fix byte size calculation of ETC2 format textures
2019-09-04 15:40:51 +01:00
baldurk
c761f675c4
Add test that SPIR-V 1.3 shaders are disassembled, reflected, and edited
2019-09-04 14:33:13 +01:00
baldurk
c9e668cdfc
Create highest vulkan instance possible in tests, and save version
2019-09-04 13:17:11 +01:00
baldurk
244d96c1cd
Reduce log spam when creating proxy drivers
2019-09-04 10:43:22 +01:00
baldurk
1cd2b4fc0a
Don't enable counter libraries when running as a replay proxy
2019-09-04 10:42:40 +01:00
baldurk
b0cc357933
Ensure D3D init params are fully initialised including adapter desc
2019-09-04 10:41:37 +01:00