baldurk
9df7d40241
Fix compilation on python version update on mac CI
2022-11-02 12:22:33 +00:00
baldurk
32dbbaa707
Correctly handle D3D12 resources with no sparse subresources at all
2022-11-01 16:33:37 +00:00
baldurk
52b5a8954e
Update superluminal API header to most recent version
2022-11-01 16:33:37 +00:00
baldurk
3f9bf1ab27
Fix crash handler not launching as expected in official builds
2022-11-01 16:33:37 +00:00
baldurk
2c220e7af0
Fix calculation of offsets on root descriptor buffers
...
* The stride these buffers are accessed with in the shader is not guaranteed to
be 4 bytes when used untyped (e.g. structured buffers) so we can't assume it
and bake the offset into element count. Instead fetch data starting at that
offset and list a first element of 0.
2022-11-01 16:33:37 +00:00
baldurk
72d4d2702d
Remove references to Stadia
2022-10-28 15:36:26 +01:00
baldurk
7393c6db5a
Don't refer specifically to windows 10, include all versions
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* Windows versions numbers no longer make sense since 11 is just 10 with a worse
UI refresh, but since it works the same it will be supported as well.
2022-10-28 15:36:15 +01:00
baldurk
1303a50cf5
Sampler tables should not be marked as data volatile (the default)
2022-10-28 14:13:06 +01:00
baldurk
91a77c1698
Re-order builtin inputs to try and avoid suspected AMD driver bug
...
* In principle the fake SV_ inputs should be able to come in any order, but it
seems if SV_IsFrontFace is last it can get undefined/wrong results (e.g.
returning 1 when front-face culling is enabled or vice-versa). Moving it to
the first seems to fix the issue, and at least shouldn't make anything any
worse.
2022-10-28 14:12:51 +01:00
baldurk
28b63fe56c
Protect against invalid values in view desc for number of mips
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* This is mostly relevant for D3D12, where the desc comes from the user and so
may not be normalised and contain values like 0xffffffff to indicate 'all
mips' or 'all slices' in the view.
2022-10-28 11:41:43 +01:00
baldurk
6f29b8b939
Work around fxc warnings when building with optimisation disabled
2022-10-27 16:22:54 +01:00
baldurk
3f31671cc3
Use existing depth value to better select candidates for debug on D3D12
2022-10-27 16:05:07 +01:00
baldurk
9e9a333b56
Fix D3D shader debug ddx/ddy being the wrong way around
2022-10-27 16:04:35 +01:00
baldurk
d9d06c8390
Fix handling of RANGE_OFFSET_APPEND in multi-type tables in D3D12
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* Previously we would only process ranges we were interested in when looking for
a descriptor, but we need to process all ranges in a table to properly track
the offset for APPEND.
2022-10-27 11:00:23 +01:00
baldurk
85118ed46c
Remove unused variable
2022-10-26 17:47:16 +01:00
baldurk
e36c247c6e
Upgrade some non-spammy useful log messages from debug logs
2022-10-26 17:09:23 +01:00
baldurk
10d4c69433
Skip unmapped subresources when serialising sparse init states on D3D12
2022-10-26 17:09:05 +01:00
baldurk
4612d71df5
Switch some maps to unordered in resource manager
2022-10-26 13:08:17 +01:00
baldurk
972f56d45a
Display type-incompatible bindings overlapping in GL in pipeline view
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* This is possible if two sampler uniforms point to the same slot but they are
not compatible sampler types.
2022-10-21 16:21:34 +01:00
baldurk
bdff6cd855
Delete orphaned file
2022-10-20 16:12:34 +01:00
baldurk
ea4aa16455
Force custom display shaders VS explicit output location. Closes #2757
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* This works around an obtuse GL requirement that explicit locations on one side
will cause a break in compatibility with the other side, even if dropping the
location would work otherwise.
2022-10-20 12:50:00 +01:00
baldurk
71684f1003
In VK pipeline view, look up FB from RP attachments. Closes #2756
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* Doing this lets us more consistently reference the color attachments in the
correct indices and makes it easier to match for blends. It also allows the
user to show unused/empty attachments
2022-10-20 12:36:49 +01:00
baldurk
101dbda8c3
Handle GL hooks called during replay from injected code. Refs #2752
2022-10-18 10:21:04 +01:00
baldurk
d024f062c2
Work around gcc 5 false warning
2022-10-14 20:50:51 +01:00
baldurk
33f9f43f7d
Handle more than 3 queue family types correctly
2022-10-14 15:18:41 +01:00
baldurk
0dbb38c92e
Avoid repeated erase+reorder when resetting pagesets
2022-10-14 14:44:07 +01:00
baldurk
e38b4e0fff
Add support for VK_EXT_mutable_descriptor_type
2022-10-14 12:06:09 +01:00
baldurk
7798d2e114
Check for shader processing tool failures properly. Closes #2751
2022-10-14 12:00:54 +01:00
baldurk
9a22b2cf46
Remove old android prototyping code
2022-10-14 12:00:54 +01:00
baldurk
835990b052
Ensure texture-generated formats default to scalar packing
...
* On APIs like OpenGL texture formats (like vertex buffer formats) can be
tightly packed even in cases that apparently are otherwise not allowed - e.g.
with fake RGB formats where the stride looks misaligned due to alpha being
hidden.
2022-10-14 11:51:26 +01:00
baldurk
a112e1ad96
Use a default name for un-named children in constant structs
2022-10-13 14:52:37 +01:00
baldurk
c5d659b042
Include serialisation version when creating lazy serialiser
2022-10-13 14:43:07 +01:00
baldurk
77a3e11b32
Upconvert initial layouts to GENERAL when promoting loadOp to LOAD
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* We were doing this in vkCreateRenderPass but not vkCreateRenderPass2
2022-10-12 17:31:53 +01:00
baldurk
338541cf3f
Handle streams properly in vulkan GS output fetch. Closes #2745
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* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk
9d18db67a7
Fix some edge case pNext struct usages. Closes #2749
2022-10-12 13:04:34 +01:00
baldurk
048b85ffc8
Fix a problem copying stale reference when adding history modifications
2022-10-10 16:50:13 +01:00
baldurk
5c2c434885
Fix calculation of scalar struct size (it's not aligned up to alignment)
2022-10-10 14:28:26 +01:00
baldurk
f3a2d59212
Make sure to account for no-debug fallback device creation on D3D11
2022-10-10 11:39:20 +01:00
baldurk
1ede871bd3
Allow C-style sized types in buffer formatter. Closes #2742
2022-10-10 11:39:20 +01:00
Chang Chen
bc00cb3d74
Fix typo.
2022-10-10 11:47:18 +02:00
baldurk
9254eff490
Track IDs created in functions and empty them when they leave scope
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* This prevents a use-after-free issue when pointers are stored and the backing
storage is deallocated, if the function is entered again we try to get the
previous value to show a variable change an dereference it.
2022-10-07 11:43:22 +01:00
baldurk
18f41c6fb6
Add test of secondary command buffer dynamic rendering
2022-10-07 11:20:06 +01:00
baldurk
5fa549ea8b
Handle starting/ending RPs inside secondary cmd buffers. Closes #2740
2022-10-07 11:18:30 +01:00
baldurk
255fb82e7d
Don't use primitive restart on helper mesh pipelines
2022-10-07 10:52:44 +01:00
baldurk
198c011e07
Add missing shaders to VS project
2022-10-07 10:52:24 +01:00
baldurk
478ea838dd
Update vulkan and SPIR-V headers to latest
2022-10-06 16:48:34 +01:00
baldurk
849fe18ac1
Only find root SRVs when searching for SRVs
2022-10-03 20:10:41 +01:00
baldurk
bbc5bd74b9
Return explicit error on creating multiple logical devices. Closes #2727
2022-10-03 20:10:41 +01:00
baldurk
5aafda7202
Clear find results properly between captures. Closes #2734
2022-10-03 20:10:41 +01:00
baldurk
c237b70852
Use conservative order for image states updates (see d61f10d)
2022-10-03 20:10:41 +01:00