Jonathan Glines
838abd8a82
Add Nsight Perf SDK to Visual Studio filters file
2022-12-21 18:17:34 +00:00
Jonathan Glines
03bd7e5623
Added NVIDIA Nsight Perf SDK 2022.3 with 28Sept2022 EULA
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Does not include any binaries or sample applications. Just the header files,
release notes, and licenses.
2022-12-21 18:17:34 +00:00
baldurk
66d6793f5e
Handle compute-queues properly with vulkan counters. Closes #2795
2022-12-20 19:10:44 +00:00
baldurk
5a576c6957
Fix texture zoo tests not properly running tests on PNG loaded data
2022-12-15 15:20:11 +00:00
baldurk
900ff975b3
Don't drop sRGB flag when getting texture data. Refs #2787
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* This would cause incorrect data to be saved when saving from an SRGB texture
to an SRGB format like PNG/JPG etc.
2022-12-15 15:20:11 +00:00
baldurk
0a0fe7b021
Correctly round generated SNORM data in texture zoo tests
2022-12-15 15:20:11 +00:00
baldurk
843797846b
Always downcast for special formats
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* This would previously have allowed RGB10A2 data to be written literally, as it
was otherwise detected as RGBA8.
2022-12-15 15:17:54 +00:00
baldurk
e33f1c1329
Add D32 conversion properly for DDS files
2022-12-15 15:17:15 +00:00
baldurk
013527b59c
Some legay DDS formats should only be used for non-SRGB data
2022-12-15 15:17:05 +00:00
baldurk
3bd97a3b82
Show sections as failed with their own failed status
2022-12-15 13:34:46 +00:00
baldurk
eab6a2c73c
Fix python comparison operators throwing exceptions
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* When used in richcompare this would throw an exception and return
Py_NotImplemented causing a failure. Instead we should just return NULL, which
is fine and will be considered as a not-equal comparison for
equality/inequality and throw the kind of exception we want for less than or
greater than.
2022-12-13 11:12:45 +00:00
baldurk
b3ae354645
Handle reflecting nested pointer types properly in SPIR-V
2022-12-12 17:21:19 +00:00
baldurk
0a4522b32a
Refactor D3D12 resource usage to be less rootsig-authoratitive
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* The root signature is not a good model for what resources are actually used,
instead use the shader reflection as we do on other APIs. In either case this
does not work for bindless access (> 1000 registers).
2022-12-12 15:23:29 +00:00
baldurk
e9702cb32f
Fix typo accessing incorrect array of resources in pipe state
2022-12-12 13:58:48 +00:00
baldurk
311f135324
Correctly handle CPU access to NPOT BCn textures on D3D11. Closes #2792
2022-12-12 13:14:50 +00:00
Jake Turner
25f764e702
Mac: Add 'pcre' to Mac required dependencies
2022-12-10 20:24:40 +01:00
hsm
825536c5bc
Replace NULL macro with VK_NULL_HANDLE
2022-12-10 00:35:11 +01:00
hsm
f3c5d92314
Fixed uninitialized local variable
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This patch solves the following Visual C compiler error when attempting to build the "util/tests/demos.sln" VS project from the command-line w/ MSBUILD:
`error C2220: the following warning is treated as an error
warning C4701: potentially uninitialized local variable 'xfbpipe' used`
2022-12-10 00:35:11 +01:00
baldurk
00c5ae8e22
Mark pipeline layout referenced in push descriptor commands
2022-12-09 09:08:33 +00:00
baldurk
cdf1bf5e3b
Account for baseVertex when patching line strip index buffer
2022-12-06 17:33:16 +00:00
baldurk
e386b1fb2b
Initialise dynamically used count to 0 even without dynamic feedback
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* Since we increment this for every descriptor when we don't have feedback, we
can't have it start at ~0U
2022-12-06 15:27:02 +00:00
baldurk
52e25fda6a
Account for immutable samplers with push descriptors
2022-12-06 14:57:49 +00:00
phantom10111
e75e95033b
Fix locating dxc.exe during Windows build
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It appears that on some machines (including mine), the registry key
which contains the installation path to Windows SDK is located under
"HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\...". Update renderdoc project
files to search that key as well.
2022-12-06 15:22:24 +01:00
baldurk
6a9872e56c
Fix empty spacer-elements in descriptor arrays being marked as used
2022-12-05 17:00:11 +00:00
baldurk
27957bc614
Fix off-by-one fetching callstack in DXBC. Closes #2786
2022-12-05 15:33:04 +00:00
baldurk
92f554e0e7
Bump version to v1.25
2022-12-05 15:29:10 +00:00
baldurk
f3fd33defb
Always run drawcall overlay in tests
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* Ideally we would also include mesh output here, but we would need a way to
clear the postvs cache every so often to avoid bloating, otherwise it will
generate too much data iterating the whole capture.
v1.24
2022-12-05 11:02:59 +00:00
baldurk
e5e68ef260
Make sure shader feedback query results data is aligned
2022-12-05 10:01:01 +00:00
baldurk
7aac39613c
Check mesh output and overlays in Iter_Test
2022-12-05 10:00:35 +00:00
baldurk
5934b3b705
Fix use of incorrect tracked renderstate which is modified by debug
2022-11-29 23:34:32 +00:00
baldurk
9dba1d1814
Bump version to v1.24
2022-11-29 19:04:55 +00:00
Artur Wojcik
df7a3562be
Update the documentation of the ProgressBar widget
v1.23
2022-11-28 14:41:00 +01:00
Artur Wojcik
bae0d1992b
MiniQtHelper: add ProgressBar widget
2022-11-28 14:41:00 +01:00
baldurk
d7b9b61201
Install pcre on mac for CI builds
2022-11-24 23:40:01 +00:00
baldurk
24da6390eb
Document the new methods of generating SPIR-V shader debug information
2022-11-24 22:58:12 +00:00
Lionel Landwerlin
2308bf7bd8
Fix binding field of VkVertexInputBindingDivisorDescriptionEXT
2022-11-24 19:10:37 +01:00
baldurk
839e9f609f
Add a safety barrier between buffer fills and copies
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* It's unclear if this should be required as the fills and copies don't overlap,
but this is not so perf sensitive that a barrier can't be added for safety.
2022-11-23 17:42:14 +00:00
baldurk
c144757d11
Re-use initial replay to fetch shader feedback without polluting state
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* Previously with shader feedback being fetched separately we may have had to
replay multiple times to ensure clean results. If we do it as part of the
initial replay on selecting the event this issue goes away and we remove the
extra redundant replay.
2022-11-23 15:19:51 +00:00
baldurk
9ffa334268
Set empty pixmap before setting text on pipeline state labels
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* Setting an empty pixmap seems to clear out the text also sometimes. This order
should always be safer.
2022-11-23 11:14:38 +00:00
baldurk
93bb5acea8
Specify flat decoration for integer inputs we add in patching
2022-11-21 16:08:31 +00:00
baldurk
e9c1763715
Only provide instance divisors for per-instance vertex attributes
2022-11-21 16:08:31 +00:00
baldurk
4c80be321f
Handle D24X8 the same as D24S8 for discard patterns
2022-11-21 15:49:29 +00:00
baldurk
28a994035b
Ensure pNext chain structs are properly reset when making create infos
2022-11-21 15:36:21 +00:00
baldurk
69c1990035
Fix handling of descriptor feedback in iterating arrays
2022-11-21 15:22:43 +00:00
baldurk
dfe07d6822
Update application API to 1.6.0, add capture title setter
2022-11-21 13:49:15 +00:00
baldurk
3ec6986ac4
Test that descriptor arrays of dynamic UBOs have offsets replayed
2022-11-18 14:21:14 +00:00
baldurk
428862d737
Test resolve attachments in D3D12 render passes
2022-11-18 14:04:57 +00:00
baldurk
a37f62124d
Test integer texture loads in D3D shader debugging
2022-11-18 14:01:59 +00:00
baldurk
037dd63d83
Fail D3D12 amd shader extensions test if UAV bind slot isn't supported
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* UE5 checks for this feature so we'll also check for it.
2022-11-18 12:43:30 +00:00
baldurk
62bfec8442
Test empty submits are properly processed
2022-11-18 12:37:45 +00:00