baldurk
7f92c9204b
Handle dubiously-valid unbound scissor region in D3D12 pixel history
2025-09-19 14:13:01 +01:00
baldurk
baecdd85ca
Improve arrow key nudging behaviour on NPOT mips in texture viewer
2025-09-19 14:13:01 +01:00
baldurk
858cfab281
Improve positioning for pixel context highlight for NPOT textures
2025-09-19 14:13:01 +01:00
baldurk
a22b8a88a2
Calculate mip shift accurately for NPOT textures
2025-09-19 14:13:01 +01:00
baldurk
b857cb2b0b
Build shaders with debug info when self-capturing
2025-09-19 11:55:42 +01:00
baldurk
fd86ca4ddc
Allow editing zoom level text when fit-to-window is enabled
...
* We need to disable it before changing the zoom level.
2025-09-19 11:01:12 +01:00
baldurk
101953be7a
Only create initial contents for memory that is initialisable
2025-09-18 10:05:06 +01:00
baldurk
998b1c7ee0
Don't offer option to debug pixel on events that are not draws
2025-09-17 17:09:39 +01:00
Jake Turner
52cb002dd7
Defensive code fix for RT auditing after device lost
2025-09-17 13:24:11 +01:00
baldurk
7734a36228
Fix shader clears to properly reset all labels
2025-09-17 11:26:08 +01:00
baldurk
86e6941265
Use device independent scaling for height calculation
2025-09-17 11:25:59 +01:00
baldurk
0e271c5cdb
Release device tools
2025-09-17 11:10:07 +01:00
baldurk
1df4a75a97
Remove shader controls frames to allow full flow layout wrapping
2025-09-17 09:58:50 +01:00
baldurk
4998542c06
Update to latest stable D3D12 headers 1.616.1
2025-09-16 18:21:03 +01:00
baldurk
7ef361fec5
Ensure memory without initial states on vulkan are cleared properly
...
* The code was already handling the replay optimisation level properly, but
without a dummy initial contents we were never even getting to the apply for
memory objects created mid-frame and so without any initial contents.
2025-09-16 17:07:08 +01:00
baldurk
157941e31f
Split shader/program labels in pipeline state views up to wrap better
...
* If program or shader names are very long then combining them can cause
problems with how wide the widgets get. Splitting each element into a label
that can wrap around and be truncated individually produces better behaviour.
2025-09-16 16:30:53 +01:00
baldurk
b9b8fe4b1b
Claim proper contents margins for height of RDLabels with rich text
2025-09-16 16:29:57 +01:00
baldurk
511c33c52a
Handle Expanding policies in flow layouts
2025-09-16 16:29:25 +01:00
baldurk
0a6a8e763a
Fix overly aggressive check for UAV clears not accounting for depth
2025-09-16 11:19:14 +01:00
baldurk
2fd7cd94e3
Only consider active lanes when choosing the candidate compute thread
2025-09-15 10:27:39 +01:00
baldurk
7c5b76dcad
Change subgroup zoo to use a triangle list instead of strip
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* This produces more consistent subgroup thread assignments in the vertex
shader.
2025-09-11 14:09:53 +01:00
baldurk
fb6d4735b3
Do not redeclare __new__ in python stubs
2025-09-11 12:59:22 +01:00
baldurk
d0b7d602a7
Fix the wrong type being declared for subgroupid
2025-09-11 12:55:21 +01:00
baldurk
0939abc3da
Add a scoped log section that can be used with with:
2025-09-11 12:51:08 +01:00
baldurk
f37b4ee631
Set correct array size
2025-09-10 20:58:19 +01:00
baldurk
493f4c2ec4
Create output folder when generating python stubs and run from any cwd
...
* Previously it only worked when ran from the docs folder
2025-09-10 15:05:39 +01:00
baldurk
8546876aed
Ensure we can set ExecuteIndirect root constant values
...
* If the array isn't large enough we must resize it, this was already done for
CBV/SRV/UAV root parameter sets.
2025-09-10 14:56:41 +01:00
baldurk
b5559e7d1b
Fix badly copy-pasted error message
2025-09-10 14:43:40 +01:00
baldurk
848b47b80d
Handle clears in pixel history view of UAV-only textures
2025-09-10 12:56:27 +01:00
baldurk
4b2a817fce
When estimating descriptors only enable AS usage if AS ext is enabled
2025-09-10 11:55:31 +01:00
baldurk
1d5b1e4bb4
Strip EXT_external_memory_dma_buf on replay
2025-09-10 11:55:30 +01:00
Shahbaz Youssefi and Baldur Karlsson
e0361aee80
Fix replay with VK_KHR_surface_maintenance1
2025-09-10 17:59:30 +09:00
baldurk
beaff65537
Fix incorrect trailing type declarations
2025-09-09 21:07:29 +01:00
baldurk
a2286f35ca
Add missing trailing newlines in docstrings
2025-09-09 20:09:02 +01:00
baldurk
5957a2710b
Enforce that all docstrings of members have a :type:
2025-09-09 18:57:35 +01:00
baldurk
00cdfb0d1d
Clarify that subresource slice can't be used in GetTextureData
...
* We also remove some legacy unused behaviour in D3D11/D3D12 that would attempt
to do this but return bogus data with the selected slice first then 1..n
slices after.
2025-09-09 18:57:35 +01:00
baldurk
fff4e0d5e4
Improve displayed sorting of descriptor buffer sets in pipeline state
2025-09-09 18:57:34 +01:00
baldurk
06b8dd9051
Extend lifetime of images and image views similar to buffers
...
* With descriptor buffers we need to ensure images and image views also do not
get destroyed mid capture, similar to what we do for buffers and memory. The
same reasoning applies - we don't want a single BDA to refer to two different
buffers, and we also don't want a single descriptor to alias multiple
resources either.
2025-09-09 18:57:34 +01:00
baldurk
b687f30c17
Ensure dynamic rendering state is deep copied internally
...
* We already deep copy when storing from the serialised data, but need to copy
it again as it moves.
2025-09-09 18:57:34 +01:00
baldurk
9e6f5a7be7
Update vulkan headers in demo project
2025-09-09 18:57:34 +01:00
baldurk
46f9727c4f
Ensure access to refbuffers and refqueues is done under correct lock
2025-09-09 18:57:34 +01:00
baldurk
b4615dbd18
Add a delayed callback helper for python
2025-09-09 18:57:34 +01:00
baldurk
b3cec5a4cf
Add a helper to clear the set of debug messages from python
2025-09-08 17:29:08 +01:00
baldurk
c9a3b2bf39
Handle nested arrays in mesh shader output
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* Most normal mesh shaders will just have plain values or structs as outputs,
but if e.g. clip distance is used it may be an array itself (then arrayed for
mesh output), so we must handle that.
2025-09-08 16:35:41 +01:00
baldurk
c25161a759
Allow aliasing between different descriptor types silently
...
* Also make the error about duplicate keys less severe - this can happen in
practice as different views boil down to the same descriptor bytes and
applications don't use only one view.
2025-09-08 16:35:41 +01:00
baldurk
5eaac6c03f
Remove unnecessary old code
...
* this code is from before there was a separate section for OpModuleProcessed,
so it is now redundant and can always use the end iterator of the names
section.
2025-09-08 16:35:41 +01:00
baldurk
bb2ac5ee27
Fix variable advance for packed 10:10:10:2 and 11:11:10. Closes #3685
2025-09-08 16:35:41 +01:00
baldurk
0d0a7cbb2f
Do not process descriptor access with desc buffers if possibly invalid
...
* Descriptor sets are neatly independent so it's possible to process them
without needing any other state to be valid, but descriptor buffers can be
partially set state and may also have invalidated state so it's not possible
to process them unless we know we're on a correct action of the corresponding
type.
2025-09-08 16:35:41 +01:00
baldurk
187698e636
Re-bind descriptor buffers when using EXT shader objects
2025-09-08 16:35:41 +01:00
baldurk
99ec80c553
Fix descriptor buffer versioning when rebound multiple times per cmdbuf
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* This affects static usage calculation as data could be overwritten
2025-09-08 16:35:40 +01:00