Commit Graph

10987 Commits

Author SHA1 Message Date
baldurk 71e749aba5 Add missing handling for extension struct 2020-06-16 19:04:57 +01:00
baldurk f85f74b0f2 Only process non-data actions on android. Closes #1943 2020-06-16 15:27:40 +01:00
baldurk a6d06642b5 Ensure we don't trash state while debugging 2020-06-16 15:27:40 +01:00
baldurk 36f5c90757 Add missing references not being tracked in background on vulkan 2020-06-16 15:27:40 +01:00
baldurk 6915f07184 Fix image states being removed too early on image destruction
* This causes problems if we're doing a last-second initial state prepare on
  destruction.
2020-06-16 15:27:40 +01:00
baldurk dc98283de6 Avoid potential crashes trying to compile 0-byte shaders 2020-06-16 15:27:39 +01:00
alex 9414beaed2 Support multiple custom shaders directories for Texture Viewer 2020-06-16 11:47:52 +01:00
alex c1612f5d46 Add Texture Viewer custom shaders directory setting 2020-06-16 11:47:52 +01:00
sindney 34b3484baa Update decode_mesh.py 2020-06-16 11:01:28 +01:00
sindney 689f6960c0 fix unpackData max negative 2020-06-16 11:01:28 +01:00
sindney 8e267c01ba fix unpackData bug when unpacking UNorm and SNorm data 2020-06-16 11:01:28 +01:00
baldurk df575a17b4 Ensure all texture parameter set & get happens with active texture 0
* It's unclear exactly what happens when a different active texture is set, the
  spec seems to suggest that the active texture unit is ignored for most queries
  that aren't about texture-slot bindings but then it doesn't say explicitly
  whether that means glBindTexture() with a non-zero active slot will then bind
  the texture for querying or not.
* For safety and simplicity we always work on texture unit 0. On replay this is
  most simply accomplished by pushing and popping the active slot at the same
  time that we push and pop the binding for our EXT_direct_state_access
  emulation.
* For the couple of cases that happen during capture when we might not be
  emulating EXT_direct_state_access, we push and pop by hand.
2020-06-15 15:44:09 +01:00
baldurk 43eaca0266 Don't fetch mip/layer for renderbuffers
* Renderbuffers are a legacy concept that some programs still use, but they
  don't have array layers or mips
2020-06-15 15:44:09 +01:00
baldurk 9805c9d662 Fix calculation of index buffer offset. Closes #1948 2020-06-15 15:44:09 +01:00
thisisjimmyfb 52967ad291 Eliminated MarkDirtyWithWriteReference
because it is interfering with the reference
tracking for skipping cleared or don't care
renderpasses
2020-06-15 15:43:52 +01:00
thisisjimmyfb 58a6d7eb76 skip initial states for cleared renderpass
also refactored the postpone logic
2020-06-15 15:43:52 +01:00
Lionel Landwerlin aa16eb0ed0 Allow KHR counters on pass boundary commands
We would like to be able to measure implicit resolves operations.
2020-06-15 10:28:21 +01:00
Lionel Landwerlin 70ef09eb52 Filter out non command scope KHR counters
KHR counters come in 3 different scopes (quoting the spec) :

  * VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_BUFFER_KHR - the performance
    counter scope is a single complete command buffer.

  * VK_PERFORMANCE_COUNTER_SCOPE_RENDER_PASS_KHR - the performance
    counter scope is zero or more complete render passes. The
    performance query containing the performance counter must begin
    and end outside a render pass instance.

  * VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_KHR - the performance counter
    scope is zero or more commands.

The way we're currently using the counters is tied to draw/dispatch
commands so we should only use the SCOPE_COMMAND type of counters.
2020-06-15 10:28:21 +01:00
baldurk 19c066c6fc Move issue/pull request templates to .github folder and split up
* Now that we have a .github folder we can have separate templates for bug
  reports and feature requests.
2020-06-12 13:40:02 +01:00
baldurk e0eb544529 Add additional notice about unacceptable use of RenderDoc 2020-06-12 13:40:02 +01:00
baldurk e05224753c Adopt v2.0 of the contributor covenant
* This better details the inclusionary community desired and has more specific
  additional language on how the code of conduct will be enforced as needed.
* In addition the file is copied to the .github folder for additional
  visibility.
2020-06-12 13:40:02 +01:00
baldurk 70f838d358 Don't leak GetLastError for fully implemented functions. Closes #1942
* When we plan to return a function pointer even with no onward implementation,
  wglGetProcAddress will have set PROC_NOT_FOUND or some similar error. We'll
  still return our hook though so we need to unset that error code just in case
  the application is looking for it.
2020-06-12 13:40:02 +01:00
Steve Karolewics 99bfc41caa Add bounds checks for resources in shader viewer UI 2020-06-12 13:39:50 +01:00
baldurk 60da7b78ea Fix bad indentation from removing comments 2020-06-11 22:49:26 +01:00
baldurk d49d31fa86 Switch from travis/appveyor to github actions for CI 2020-06-11 22:42:44 +01:00
baldurk 6e899b894d Disable warning in tinyexr with latest VS2019 compiler 2020-06-11 22:38:38 +01:00
baldurk 36d74b32b9 Add optional output file for qrenderdoc unit tests 2020-06-11 20:06:43 +01:00
baldurk d1f4a47cd5 Add a load of MSBuild nonsense to *avoid* targeting a specific Win SDK
* Even though we don't care about the windows SDK version at all, we actively
  need to avoid the default which actively sabotages us.
2020-06-11 20:05:03 +01:00
Aliya Pazylbekova ff4a632fbf Vk pixel history: fix scissor test bug
For when scissor offset is negative
2020-06-08 22:10:47 +01:00
baldurk 138881f7aa Add more deny flags to OpenExistingHeapFromAddress heaps. Closes #1933 2020-06-08 19:42:00 +01:00
baldurk fe0b780bb6 Add sphinx_paramlinks fixes for sphinx 3.1 2020-06-08 18:26:12 +01:00
baldurk 46a6515356 Handle normalisation of sampled stencil values 2020-06-08 17:09:24 +01:00
baldurk d0ff7a1f64 Fix mapping for arrays with float4 stride but partial last element
* The size won't quite be a multiple of the stride when the last element isn't a
  multiple of a float4
2020-06-08 16:48:43 +01:00
baldurk ebe0ab1b64 When running process as root, show error dialogs. Closes #1932
* Error logs are less likely to be noticed by users when things go wrong.
2020-06-08 16:01:45 +01:00
baldurk 969713dc15 Change rdcstr WriteAll overload to non-templated 2020-06-08 15:51:10 +01:00
baldurk fc9eddce49 Update toolwindowmanager to b006b186 2020-06-07 00:45:48 +01:00
baldurk 9fba077537 Add a couple of other missing QPainterPath includes 2020-06-07 00:44:35 +01:00
Philip Rebohle 59282698d6 Add QPainterPath include 2020-06-06 10:44:33 +01:00
baldurk f40490c049 Avoid underflow when calculating padding bytes 2020-06-05 19:36:02 +01:00
baldurk 4add5bfbf5 Don't make failure to debug a fatal error
* On vulkan for example not all shaders can currently be debugged
2020-06-05 17:35:36 +01:00
baldurk a2079c7d7f Fix fetching of vertex buffer bindings that aren't compact or in order 2020-06-05 17:35:19 +01:00
baldurk f1e31bd710 Only upload columns that are valid from paramers in debugging
* Since e.g. the length operation calculates float4 length always we rely on
  smaller vectors having 0s for the other paramters
2020-06-05 16:29:52 +01:00
baldurk 2801e54714 Skip pixel shader debugging if no shader is bound 2020-06-05 16:02:06 +01:00
baldurk 35c7c640de Add optional debug dumping of postvs SPIR-V 2020-06-05 15:15:42 +01:00
baldurk 7dda3770e4 Generate consistent names for unnamed shader I/O signatures 2020-06-05 14:32:54 +01:00
baldurk 8ff6251d98 Handle hlsl/glsl matrix dimension order properly in buffer formatter 2020-06-05 14:19:39 +01:00
baldurk fe8a35b2f0 Fix calculation of matrix variable sizes. Closes #1927 2020-06-05 14:11:14 +01:00
baldurk 40183bff46 Fix typo in buffer formatter for padded column major matrices 2020-06-05 13:54:26 +01:00
baldurk 44ab5e9928 Fix crash in shader debugging with unbound (but unused) descriptor sets 2020-06-05 13:23:54 +01:00
baldurk 60b710f24a Fix display of matrices inside source variable-mapped structures 2020-06-05 12:44:38 +01:00