baldurk
7fc06ee77e
Fix rendering of selected/highlighted rich resource text
2020-10-16 16:13:30 +01:00
Kevin McCullough
e213cfafa9
Modifying the TextureList to use EventBrowser-style chooser.
2020-10-15 22:19:44 +01:00
baldurk
0049ed2e84
Compile fix for linux
2020-10-15 12:11:03 +01:00
baldurk
f6c2d64b39
Fix pointer alias change detection in SPIR-V debugging
2020-10-15 11:59:28 +01:00
baldurk
da5ce0e74c
Escape and truncate any multiline strings in SPIR-V disassembly
2020-10-15 11:59:28 +01:00
baldurk
cb2d19717f
Allow debugging when SPV_KHR_non_semantic_info is used in shader
2020-10-15 11:59:28 +01:00
baldurk
aba72e1edd
Print symbol resolution progress in GL_Callstacks test to avoid timeout
2020-10-15 11:59:28 +01:00
Eugen Brusilovskyy
5d38292c67
FIX: wrong array layer index passed to cube image array in debugger
2020-10-15 11:30:01 +01:00
baldurk
17a13654f2
Add better type hinting for extended dynamic state functions
2020-10-13 21:31:16 +01:00
baldurk
a58bafc171
Remove unused legacy code
2020-10-13 21:31:16 +01:00
baldurk
4f06dedae7
Add query for whether extended instruction set exists
2020-10-13 21:31:16 +01:00
baldurk
78762cbd1b
Pre-populated dynamic state at the start of partial command buffers
2020-10-13 21:31:16 +01:00
baldurk
72deab206a
Don't modify renderstate inside InitPostVSBuffers
2020-10-13 21:31:16 +01:00
baldurk
03ae60e40a
Fix GL_Multithread_Rendering test on linux
2020-10-13 21:31:16 +01:00
baldurk
8af614fa71
Protect against invalid queries in GL/Vulkan
2020-10-13 21:31:16 +01:00
baldurk
bf4d68fb03
Account for D3D11 UAV start slot when displaying bindings
2020-10-13 21:31:16 +01:00
Jannik
7bcdf9b335
Fix copy of loop variable in SPIRV by using reference
2020-10-12 11:44:51 +01:00
baldurk
89af50a76c
Force depth writes when fetching shader output in pixel history
...
* If depth is disabled this will do nothing, but if depth is enabled this
ensures we actually get the depth value from the fragment.
2020-10-06 18:59:25 +01:00
baldurk
45f3f5ef76
Don't overwrite a known failed depth test with a suspected pass
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* We only use the manual depth test to detect failures mid-modification
2020-10-06 18:40:53 +01:00
baldurk
99811dd604
Ensure draw index is correct when replaying draws
2020-10-06 18:39:48 +01:00
baldurk
90437b3a65
Fix return of only dynamically used resources
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* If the range wasn't contiguous, some resources would be skipped
2020-10-06 17:16:49 +01:00
baldurk
1cbd062aa7
Protect against captures that try to allocate memory from invalid types
2020-10-06 16:11:22 +01:00
baldurk
96ab4c25d6
Allow arrays to have a larger varOffset than 16 bytes in assert
2020-10-06 10:28:27 +01:00
baldurk
6e9565eb84
Always bounds check number of descriptors even if range isn't unbounded
2020-10-06 10:25:37 +01:00
baldurk
99171cc794
Fix vulkan GetInstanceProcAddr to return NULL when instance is NULL
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* Few functions should actually be queriable without an instance.
2020-10-05 17:46:14 +01:00
Rémi Palandri
164bd49d83
update vulkan/volk to 1.2.155
2020-10-05 17:08:02 +01:00
baldurk
4174624071
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
2020-10-02 17:47:31 +01:00
baldurk
9e17b91a94
Test different variations of DXGI swapchains on D3D11 and D3D12
2020-10-02 17:41:58 +01:00
baldurk
4518fda3ed
Test entry points that could be applied to wrong resource types
2020-10-02 16:43:11 +01:00
baldurk
1b35c93999
Optimise texture zoo tests with fast path
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* Pixel picking is a bottleneck, so do a render to a headless output and read
that back as a way of quickly checking that all of the subresource is OK at
once.
2020-10-02 16:26:51 +01:00
baldurk
c66dfec7f1
Force a remap if texture type changed even if format didn't
2020-10-02 15:19:45 +01:00
baldurk
501eeff658
Fix wrong FBO attachment being specified for readback
2020-10-02 15:19:45 +01:00
baldurk
cc9aec2135
Fix display of UINT casted textures on D3D12
2020-10-02 14:19:06 +01:00
baldurk
e1d025e4ef
Don't fetch buffer data if it's not yet initialised
2020-10-02 12:53:38 +01:00
baldurk
eeb0469057
Fix GL/DX interop for buffers
2020-10-02 10:45:57 +01:00
baldurk
8f6359059b
Make more config flags non-debug.
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* Only performance-sensitive flags should be debug only. Otherwise there's no
strong reason to limit these to non-official builds.
2020-10-01 17:48:35 +01:00
baldurk
d863885373
Disable KHR_buffer_device_address on AMD windows for now
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* It seems to be broken at the moment unfortunately, at least for our internal
use cases (shader debugging and bindless feedback)
2020-10-01 17:48:35 +01:00
baldurk
98c171918a
Fix copy-paste error reading from wrong properties in RTV/DSV desc
2020-10-01 17:00:38 +01:00
baldurk
58f4dc6f02
Fix crash if duplicate root signature pointer is returned
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* If we make internal replay root signatures live resources they could clash
with a replayed resource and end up with two entries in the live resource
list, which will double delete on shutdown.
2020-10-01 16:59:25 +01:00
baldurk
55c57f7e89
Display stencil values in binary and decimal in tooltips. Closes #2052
2020-10-01 15:56:52 +01:00
baldurk
7541b49c95
Fix readback window being always allocated. Closes #2060
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* This should only be allocated when the config flag isn't disabled and when
it's needed, but we were always allocating it during capture.
* We also only allocate as much as is needed, since it seems on AMD linux the
CPU memory can actually be quite arbitrarily constrained.
2020-10-01 15:33:15 +01:00
baldurk
12260fe884
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
2020-10-01 13:23:19 +01:00
baldurk
8e77703cd1
When fetching API validation messages in GL, only fetch 'live' messages
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* Any messages we add ourselves will already have an event ID so we keep them
separately.
2020-10-01 11:55:48 +01:00
baldurk
631a73fa76
Don't assert on replay thread for CancelReplayLoop
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* This is the one function that CAN be called from another thread by definition
since the replay thread is blocked running the replay loop.
2020-10-01 11:55:19 +01:00
baldurk
f975ef3cb0
Add protection against the use of 0-sized buffers in GL
2020-10-01 11:54:56 +01:00
baldurk
5ae5cb8bcf
Don't remove resource records for stale resources on GL
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* If we destroy a resource e.g. FBO 4 in a captured frame, its record will stay
alive until the end. When we delete that record we don't want to remove the
record that is now recorded for FBO 4 since that might be a new resource that
has been created. If the ID doesn't match then the original resource
destruction has already been processed and the record is now orphaned, so
nothing has to happen.
2020-10-01 10:41:53 +01:00
baldurk
3c180d900c
Make buffer initial state padding more generous on GL
2020-09-28 23:03:38 +01:00
baldurk
7246800636
Ensure pixel shader debugging has access to root signature
2020-09-28 23:03:28 +01:00
baldurk
2ea17af719
Fix unwrap of inline uniform block descriptor writes
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* We don't unwrap any of the data but we must still unwrap the descriptor set.
2020-09-25 10:51:12 +01:00
baldurk
8b2a521a91
Fix crash when no scissor regions are bound at D3D12 draw
2020-09-24 22:29:12 +01:00