Commit Graph
11841 Commits
Author SHA1 Message Date
baldurk 7e5fc40779 Ignore number of captures made in D3D11_Swapchain_Zoo 2021-01-18 14:18:34 +00:00
baldurk c1c36f06ba Handle failed allocation in EXR image viewing path 2021-01-18 13:23:22 +00:00
baldurk 2070e74cf1 Restore image auto-update on change feature
* This was apparently never ported over to Qt!
2021-01-18 13:22:36 +00:00
baldurk 84dabc7b54 Update buffer size when it resizes mid-capture. Closes #2149
* We need to be careful with this, as we want to update the buffer's creation
  chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk 03db0c480e Fix override warning 2021-01-15 21:40:24 +00:00
baldurk ee5d3f5837 Compile fix for linux 2021-01-15 19:32:41 +00:00
baldurk 3d52d5acaf Change window title to reflect development/release builds 2021-01-15 16:50:48 +00:00
baldurk 474c88a07e Clamp height to non-zero in GL initial state 2021-01-15 16:50:37 +00:00
baldurk 924c513d70 Fix cases where empty-range ellision in D3D12 pipeline state breaks
* We can't assume ranges in root signature elements map to shader binding
  arrays, there is a many:many relationship (one range can have multiple
  elements, or only part of an array, one array can have multiple ranges).
2021-01-15 14:57:34 +00:00
baldurk 6d1e37de3a Display bind array index in register name on D3D12 pipeline state 2021-01-15 14:14:50 +00:00
baldurk 1ce0958398 Add helper for setting images in labels 2021-01-15 12:36:14 +00:00
baldurk 86ca794494 Add test to check ID3DDeviceContextState refcounting/rewrapping 2021-01-15 11:33:13 +00:00
baldurk a544223f07 Fix crash when an object is destroyed and re-used mid capture 2021-01-14 22:33:07 +00:00
baldurk 99725b1dc4 Use devicePixelRatioF to calculate texture viewer coords. Closes #2148 2021-01-14 12:03:07 +00:00
baldurk a083680b08 Test that primitive restart is enabled for either GL state 2021-01-13 16:29:01 +00:00
baldurk bb5834fd1c Add test of root signature ranges larger than the descriptor heap 2021-01-13 16:07:43 +00:00
baldurk edc0d1d46f Ignore stream-out parameters if no stream-out is enabled on D3D12 2021-01-13 15:54:10 +00:00
baldurk ec50e9005a Test inline uniform block descriptors in VK_CBuffer_Zoo 2021-01-13 15:32:09 +00:00
baldurk beb7c9a636 Don't accumulate references from inline uniform block descriptors 2021-01-13 15:26:22 +00:00
baldurk 92192ef348 Add test to ensure vkBindBufferMemory2 can be split up 2021-01-13 14:48:40 +00:00
baldurk f5a99d47a2 Update D3D headers in test project 2021-01-13 14:25:54 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk fbb17becf9 Only display base filename in loading progress dialog, not whole path 2021-01-13 12:50:34 +00:00
baldurk 0b12a2d16f Always create RTV for wrapped swapchain buffers even if wrapper exists
* This can happen if the application calls ResizeBuffers without releasing all
  references - the texture is not recreated but we destroyed the RTV, so we need
  to create the RTV again.
2021-01-13 12:02:30 +00:00
baldurk a3007ffa05 Make sure BDA capture/replay bit is enabled 2021-01-13 10:42:46 +00:00
baldurk 76b62ba841 Disable AMD switchable graphics layer 2021-01-12 18:01:57 +00:00
baldurk 29277b93a1 Both PRIMITIVE_RESTART_FIXED_INDEX and PRIMITIVE_RESTART enable restart 2021-01-12 17:16:17 +00:00
baldurk f717915738 Fix handling of separate debug info around fxc/dxc inconsistencies
* dxc emits a PDB which contains a stream with the debuginfo DXBC container,
  which we expected to happen for fxc too. Instead fxc just emits the bare SPDB
  chunk PDB. So we need to try to guess what to expect and/or handle both.
2021-01-12 12:52:26 +00:00
baldurk 8ed47fd75a Update vulkan headers to 1.2.166 2021-01-11 15:55:21 +00:00
baldurk b6462b19a9 When flow layout hasn't been visible, be conservative with its size
* Because the flow layout adjusts to its available size, we instead set it to
  minimum size until it's first laid out. Otherwise it can get unreasonably
  sized.
2021-01-11 13:58:20 +00:00
baldurk 441be22410 Override QTreeView::moveCursor to fix scrollbar behaviour. Closes #2144
* This prevents SH_ItemView_ArrowKeysNavigateIntoChildren from causing left-move
  from an expanded node to jump immediately to its parent instead of collapsing
  it when the scrollbar is not leftmost
2021-01-11 11:45:18 +00:00
baldurk b487aa85af Flush pending dead on D3D11 before checking for wrappers. Closes #2145
* Otherwise we could AddRef() a dead object and then it gets released again for
  a double delete.
2021-01-11 11:08:13 +00:00
baldurk c63d222c69 Update linux build to compile against Qt 5.15.2 2021-01-08 15:39:02 +00:00
baldurk b0f07dfee4 Fix some style issues with new Qt versions 2021-01-08 15:39:02 +00:00
Dylan Barrie 5eec88fdc7 Fix extra read-only resources displayed in D3D12 Texture Viewer 2021-01-07 21:21:34 +00:00
TheGreatMcPain bb45e67e30 Fix compile errors when the '-mf16c' CFLAG is enabled.
Fixes an issue where 'half.hpp' skips the 'immintrin.h' include
statement if '-mf16c' is used.
(which can happen when using '-march=native')
2021-01-07 00:14:14 +00:00
baldurk e970ee0e33 Fix issue with clamped length with byte offset in buffer viewer 2021-01-06 16:58:43 +00:00
baldurk 4f7abcd488 Remove unneeded window attribute in custom paint widget
* This was having some unpleasant knock-on effects in Qt that caused other
  controls in the panels to fail to render properly.
2021-01-06 16:58:43 +00:00
baldurk cc36581592 Restore initial state for resources created mid-frame on D3D12 2021-01-06 16:58:43 +00:00
baldurk 0e60918e4d Combine/ignore the same usage from the same event
* This can happen if the same resource is used in a barrier more than once (e.g.
  multiple subresources)
2021-01-06 16:58:43 +00:00
baldurk d11c92d440 Fix crash with imageless framebuffers 2021-01-06 16:58:43 +00:00
Steve Karolewics 6756189324 Prevent GPU hang in postvs incremental draws with many instances 2021-01-06 14:25:13 +00:00
baldurk ecb1ba7804 Add config option to hide command buffer boundary markers 2021-01-05 18:26:28 +00:00
baldurk 3e4cac4985 Respect dedicated memory allocations during capture, use those buffers
* In addition for memory allocations for images we prevent the memory from
  getting write references propagated to it, as this can cause initial states to
  be generated in captures after the first when we convert write references into
  dirty states.
2021-01-05 18:26:27 +00:00
baldurk f5f9e78dde Completely remove idle background tracking of descriptors on vulkan
* In principle descriptors should be updated less often than they are
  referenced, so we used to cache tracking of them at update time to improve the
  speed that references can be processed at submit time during capture.
* Some applications though update a *lot* of descriptors *very* often,
  effectively writing all their descriptors for a frame every frame. That means
  that this background tracking is wasteful and has a big performance impact, so
  instead it's a better balance to do more work at submit time during capture.
2021-01-05 18:26:27 +00:00
baldurk b01c84f051 Implement proper handling for unbound views in shader debugging
* We force FetchUAV/FetchSRV to always return something, and it can be empty if
  the resource is unbound meaning we get proper OOB behaviour for it. The D3D12
  implementation still prints an error message for registers that don't
  correspond to the root signature at all, but for D3D11 we silently allow it.
2021-01-05 18:26:27 +00:00
baldurk 5e92bff7ee When build is invoked with ninja, build parallel over number of CPUs
* If we invoke 'make' on its own under a ninja build, it won't be parallel by
  default which makes the build a lot slower than it has to be.
2021-01-05 18:26:27 +00:00
baldurk 8697aec4f4 Reactivate AMD buffer_device_address workaround 2021-01-05 18:26:27 +00:00
baldurk b98c1f956e When fetching bindless feedback patch pipeline to reference load RP 2021-01-05 18:26:27 +00:00
baldurk a89e6e9722 Don't set 0 patch vertices
* This likely comes from capturing without tessellation and retrieving 0, and
  replaying with tessellation. For this case we don't need to set the number of
  vertices at all.
2021-01-05 18:26:27 +00:00