Commit Graph
10930 Commits
Author SHA1 Message Date
baldurk 6fcd34dd0d Add missing cast to Vec4u 2020-06-03 18:41:11 +01:00
baldurk e2757ac7f4 Fix old reference to m_InternalElement as bool 2020-06-03 18:41:11 +01:00
baldurk 6083f5a713 Handle buffers being a NULL pointer in glBindBuffersBase 2020-06-03 18:41:11 +01:00
baldurk 3912085c5f Check output pointer before writing 2020-06-03 18:41:11 +01:00
baldurk f9c1f24c0c DDX/DDY are always float typed 2020-06-03 18:41:11 +01:00
baldurk c451bdc22c Add extra error checking into VirtualFileDialog 2020-06-03 18:41:11 +01:00
baldurk d32cca113d Read size as unsigned int, so that buffers over 2GB (!!) work OK 2020-06-03 18:41:11 +01:00
baldurk 9524438129 End active unbalanced queries/transform feedback after active replay
* Some drivers have issues doing normal work while queries or XFB are active,
  and there's no reason to keep them active indefinitely since they might not be
  closed by a subsequent draw replay (if multiple draws are spanned and we
  select a draw in the middle).
2020-06-03 18:41:11 +01:00
Aliya PazylbekovaandBaldur Karlsson 7e66573e05 Vk Pixel history: a few fixes
1) A depth image might have different number of samples, tested on a
   case where there is a resolve attachment on vkCmdEndRenderPass, but
   the depth attachment is multisampled.
2) HasMultipleSubpasses should take into accoun the case when there is
   no renderpass, for example post vkCmdEndRenderPass
2020-06-03 18:40:57 +01:00
windog18andBaldur Karlsson d59147ba9d Fixed hlsl cbuffer variable gen bug 2020-06-03 18:40:49 +01:00
baldurk 0219637734 Fix resize_for_index test 2020-06-01 22:39:26 +01:00
baldurk 5d2cfe9897 Handle stringising 64-bit enums 2020-06-01 21:54:43 +01:00
baldurk 0f8ad41359 Add rdcarray helper for "resize array up to this index if smaller"
* This is a common enough operation to warrant a helper, as an alternative to
  vec.resize(RDCMAX(index + 1, vec.size())
2020-06-01 21:54:43 +01:00
baldurk ae38a10299 Fix Iter_Test 2020-06-01 21:54:43 +01:00
baldurk 4a5bd147e1 Fix Draw_Zoo tests 2020-06-01 21:54:43 +01:00
Camille MartelandBaldur Karlsson 0f7875a224 Don't call CheckImplicitThread when GL hook is disabled 2020-05-29 23:47:00 +01:00
baldurk 7a821c20bd Add custom context menu for all tree views with expand/collapse and copy 2020-05-29 20:09:13 +01:00
baldurk 1c19deb825 Improve copy-paste behaviour for tree views 2020-05-29 20:07:48 +01:00
baldurk e472536c5a Don't read off end of capture if CaptureEnd chunk is missing 2020-05-29 17:49:57 +01:00
baldurk a8f6108444 Try to clamp indices when accessing in SPIR-V debugging 2020-05-29 17:26:47 +01:00
baldurk a0a373a8e1 Fix handling of buffer truncation and zero-sized buffers 2020-05-29 17:26:29 +01:00
baldurk 9f0787da33 Keep subpass self-dependencies when making loadRPs. 2020-05-29 14:11:03 +01:00
baldurk 86e0ed1d26 Don't suspend children on linux unless we're injecting 2020-05-29 14:10:52 +01:00
Daniel CraigandBaldur Karlsson 4ad21c4198 Fix HWND resize timing issue
* There was a race condition where the newly created HWND surface could
  be resized during swap chain creation. This causes a
  `VK_ERROR_DEVICE_LOST`, but is very timing dependent.
* The fix was to finish the resize, via `ResourcePreview::setActive()` /
  `QWidget::show()` before scheduling any async functions that could
  create a swapchain, namely `IReplayOutput::AddThumbnail()`.
2020-05-28 23:27:56 +01:00
baldurk a5e3346975 Pass /bigobj when compiling vk_serialise.cpp to fix VS2019 2020-05-28 18:29:21 +01:00
baldurk 97f9982f4b Fix compilation on android 2020-05-28 16:45:08 +01:00
baldurk 55e1f462ca Disable defines of memset/memcpy that confuse visual assist
* These are only for the opencl build, which we don't care about.
2020-05-28 15:54:36 +01:00
baldurk d0d2f65a11 Implement support for VK_EXT_private_data 2020-05-28 15:54:36 +01:00
baldurk 58ed167abf Implement support for VK_EXT_pipeline_creation_cache_control 2020-05-28 15:54:36 +01:00
baldurk 1cd32d3f61 Implement support for VK_EXT_robustness2 2020-05-28 15:54:36 +01:00
baldurk c41b72edb7 Fix off-by-one error checking for D3D12 descriptor range inclusion 2020-05-28 15:54:35 +01:00
baldurk 671ceacb59 Fix structured export crash on D3D11 2020-05-28 15:54:35 +01:00
Alberto FernándezandBaldur Karlsson d5c83c76a0 Fix incomplete command help text 2020-05-28 15:54:14 +01:00
baldurk abb959e1fd Handle array textures and multiview properly in overlays. Closes #1895 2020-05-27 22:38:23 +01:00
baldurk b0cd8584fb Fix placement & handling of final next page button in buffer viewer 2020-05-27 22:38:23 +01:00
baldurk eab399a80e Add gdb pretty printer for rdcstr/rdcarray 2020-05-27 22:38:23 +01:00
baldurk 2416d284b4 Ensure constant byte offset is properly zero-initialised 2020-05-27 22:38:05 +01:00
baldurk d245c3b1ad Don't import GLSL.std.450 while patching function 2020-05-27 22:38:05 +01:00
baldurk dd6574c987 Fix combined image/sampler descriptors not displaying properly in UI 2020-05-27 22:38:05 +01:00
baldurk 82e9228ace Add support for VK_EXT_custom_border_color 2020-05-27 22:38:04 +01:00
baldurk 3b28df0543 Add helper for uploading data into an image 2020-05-27 22:38:04 +01:00
baldurk ff62ab501c Add helpers for creating samplers 2020-05-27 22:38:04 +01:00
baldurk cb92f9be13 Add logs for early-out when no draw/dispatch is selected to debug 2020-05-27 22:38:04 +01:00
Rémi PalandriandBaldur Karlsson 1dd7aa9296 vulkan low-memory-mode 2020-05-27 22:37:51 +01:00
Aliya PazylbekovaandBaldur Karlsson 0fd3d65a6f Vk Pixel History: support other depth formats MSAA
- Separate the pixel history copy pixel shader into two separate
  shaders, one for colour copy and one for depth
- Allocate and update descriptor sets on demand
- Add another compute shader for pixel history depth copy
2020-05-26 21:19:55 +01:00
baldurk b2d85982a5 Hide capture progress bar if the application disconnects mid-capture 2020-05-26 16:46:14 +01:00
baldurk 1baa157641 Lock around all access to deferred shadow data on D3D11. Closes #1913
* We can have a RW lock so that once deferred slots are allocated there's little
  contention, but we must ensure that allocating a new slot doesn't race with
  access to a slot on another thread.
2020-05-26 16:04:44 +01:00
baldurk 141609e7de Cache D3D11 context type to avoid needing to fetch from real object 2020-05-26 15:44:56 +01:00
baldurk 7c9c27e9ce Keep buffer device address buffers and memories alive during capture
* If we don't do this, the application could create a buffer/memory and use it
  then destroy it and create another one in the same capture. The driver could
  assign the same opaque capture address to both buffers even though they
  "overlap" in the capture because they don't overlap in actual execution.
* Slightly artificially extending the life of the resource to the end of the
  capture ensures the driver gives them non-overlapping device addresses.
2020-05-26 14:18:27 +01:00
baldurk 0736a977a2 Handle nested struct offsets properly in raw buffer viewer 2020-05-26 13:53:25 +01:00