baldurk
6bbf4cb209
Allow fallback to glslangValidator in tests for compiling SPIR-V
2019-12-12 17:58:52 +00:00
baldurk
848b58826d
Ensure we ignore unused parameters in DescriptorUpdateTemplateCreateInfo
2019-12-12 17:58:52 +00:00
baldurk
0773f13949
Ensure re-used handles in descriptor sets don't cause problems
...
* Previously if a handle was reused, and then a stale descriptor referencing the
old handle was removed it would remove the *new* object from the list of
referenced resources. This could cause a resource to be not included in a
capture if nothing else added a new reference.
2019-12-12 17:58:52 +00:00
baldurk
6581251ec0
Fix SPIR-V processing of vector constants
2019-12-12 17:58:51 +00:00
baldurk
39793cf850
Renderpass barriers apply to whole 3D texture even when using one slice
...
* When the renderpass has an initialLayout = UNDEFINED, that applies to the
whole resource on 3D textures even if we're only rendering to a slice at a
time
2019-12-12 17:58:51 +00:00
baldurk
f8ff6b4f6c
Fix parameters for rendering 3D depth images in texture zoos
2019-12-12 17:58:51 +00:00
baldurk
fb452c3c02
Make sure to always update oldLayout when processing image states
...
* This is used to determine what barriers to apply
2019-12-12 17:58:51 +00:00
baldurk
20abaec49f
Don't load self-capturing module, only use if already present
2019-12-12 17:58:51 +00:00
baldurk
c7d0d9dad8
Add some internal marker regions in vulkan driver
2019-12-12 17:58:51 +00:00
Steve Karolewics
a88deaeba0
Implement D3D12Replay::DebugPixel
...
This enables the core loop of capturing PS inputs, building shader
debug state, and walking through a shader's instructions.
2019-12-12 17:58:25 +00:00
baldurk
c63baeb609
Bind unused pixel pack/unpack buffers in GL_Resource_Lifetimes test
...
* This ensures having them around doesn't break capture.
2019-12-11 16:59:50 +00:00
baldurk
7726dc1cd0
Test glCreateShaderProgramv use in GL_Resource_Lifetimes test
2019-12-11 16:52:20 +00:00
baldurk
eae57b68e1
Don't trash current program state in GL when creating MSAA conv programs
2019-12-11 16:45:37 +00:00
baldurk
0659c7338f
Fix state push/pop not being quite right on GL
2019-12-11 16:45:21 +00:00
baldurk
6fa54ce342
Ensure ClearState() is serialised in D3D12 command lists
2019-12-11 15:38:02 +00:00
baldurk
b15c0541f0
Explicitly report sparse features as unsupported on vulkan
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* What partial support was there has rotted since vulkan was released. This
feature is virtually unused so we just disable it being honest.
2019-12-11 15:28:38 +00:00
baldurk
ec5d1ae39e
Don't set immutable samplers for initial state SAMPLER descriptor writes
2019-12-10 19:39:29 +00:00
baldurk
67082e037d
Fix GL texture zoo handling of RGB9E5
2019-12-10 19:39:08 +00:00
Reiner Dolp
d3c4b97e2f
Export 32bit floating point textures to 32bit floating point EXR files
2019-12-10 16:32:40 +00:00
baldurk
723c293414
Update vulkan headers and implement VK_EXT_tooling_info. Closes #1632
2019-12-09 16:46:26 +00:00
baldurk
649534072a
Fix implementation of GetPhysicalDeviceProcAddr
2019-12-09 16:38:34 +00:00
baldurk
73bc49fe6e
vulkan dispatch table must be generated with trailing newline
2019-12-09 16:37:27 +00:00
baldurk
e83bc8ed04
Remove memory index mapping from physical device record
...
* This never worked because the spec requires a coherent memory type and it must
be sorted first, many applications either used it anyway no matter how
unappealing we made it look or else ignored the coherent flag entirely but
treated memory as coherent anyway...
* The extra cold data pointer in the physical device record is the instDevInfo
2019-12-09 16:37:11 +00:00
baldurk
28e4039db8
Fixup secondary command buffer submission events
...
* When deleting events reserved for indirect draws we need to also fixup the
secondary command buffer base submission events or they'll be out of sync.
2019-12-06 15:47:22 +00:00
baldurk
ff30bd65e6
Remove VK_EXT_full_screen_exclusive when creating replay device
2019-12-06 14:55:11 +00:00
baldurk
67f56bf431
When creating SPIR-V bindpoint mapping ensure we cover all attrib binds
2019-12-06 01:04:12 +00:00
baldurk
4f3ea6d12b
Special-case VK_LOD_CLAMP_NONE for samplers in pipeline state view
2019-12-06 01:04:12 +00:00
Steve Karolewics
149dbeab9b
Add helper function to fetch constant buffer data for D3D12 debugging
2019-12-05 19:23:45 +00:00
luckyxxl
7bf16a8e8b
fix glVertexAttrib*f capture
2019-12-05 12:37:38 +00:00
baldurk
01674ec93b
Invoke qmake in release mode when building a release cmake build
2019-12-03 21:47:04 +00:00
baldurk
cca4a42e5c
Fix vulkan environment variable name
2019-12-03 21:47:04 +00:00
baldurk
3df0c59935
Don't use -Wcomma in old versions of clang
2019-12-03 10:12:06 +00:00
baldurk
6d1d302491
Fix a number of warnings identified by higher clang warning levels
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* We enable a couple of high signal-to-noise warnings in all clang builds
2019-12-02 20:41:28 +00:00
baldurk
759926493b
Don't add STORAGE_BIT to MSAA textures unless it's supported
...
* Now that we've decoupled MS->Array and Array->MS we might have the former even
if the latter is unsupported.
2019-12-02 20:41:28 +00:00
baldurk
5ba3026f68
Don't include alignment padding in returned alloc size. Closes #1625
...
* If we include the padding we might try to over-allocate the initial contents
and copy/fill beyond the valid size for the actual memory allocation.
2019-12-02 20:41:28 +00:00
baldurk
cfe601123c
In debug builds display resource ID in resource inspector
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* This can save some breakpointing and looking up in maps when a resource is
named (especially if it's not given a unique name).
2019-12-02 20:28:05 +00:00
baldurk
ff08748238
Ensure all files have trailing new-lines and enforce with clang warning
2019-12-02 20:28:05 +00:00
baldurk
fde74d4710
Handle thumbnails of 0 width or height without crashing
2019-12-02 14:08:46 +00:00
baldurk
397ea679f5
Handle the present call being within markers
2019-12-02 13:13:59 +00:00
baldurk
6e6c7bac62
Fix old terminology in renderdoccmd documentation
2019-12-02 13:08:19 +00:00
baldurk
01c80c4b14
Don't add vkQueuePresentKHR drawcall while replaying
2019-12-02 13:08:10 +00:00
baldurk
90c4c9855c
Remove unnecessary STL includes from header files
...
* Some of these were leftover and no longer needed, some only needed in a subset
of cpp files.
2019-12-02 11:59:55 +00:00
baldurk
8db0811678
Don't include ostream in rdcstr.h
...
* It's only needed for renderdoccmd and catch tests, so define it locally where
needed.
2019-12-02 11:15:07 +00:00
baldurk
f42d718ffa
Explicitly mark system chunks as internal in their names
2019-12-02 10:59:29 +00:00
baldurk
7aca655ffc
Don't access debug manager when structured exporting
2019-12-02 10:58:37 +00:00
baldurk
5838a33d7e
Don't add array stride until first child struct
2019-11-29 22:41:09 +00:00
baldurk
9e9423db41
Fix 32-bit compilation
2019-11-29 15:02:06 +00:00
baldurk
f3e0d98484
Add out of memory logging on rdcstr/rdcarray
2019-11-29 15:02:06 +00:00
baldurk
41e4f61ea8
Ensure a VAO is bound for depth MSAA<->Array copies
2019-11-29 15:02:06 +00:00
baldurk
267eb7f6ea
Ensure a sized format is used when creating MSAA textures. Closes #1623
...
* If the application used an unsized format like GL_DEPTH_COMPONENT to create
the texture with glTexImage2DMultisample then that's legal, but if we promote
it to glTextureStorage2DMultisampleEXT for DSA we can't continue to use that
unsized format so we need to convert to sized by picking a sensible default.
2019-11-29 15:02:05 +00:00