baldurk
892abb686f
Apply clang-format to demos project as well
2020-01-16 23:06:23 +00:00
baldurk
ca07c1626e
Fix MSAA mismatch in mesh view output rendering
2020-01-16 23:06:23 +00:00
Jeremy Ong
29403836c6
Fix numerous compiler warnings and errors
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Depending on OS and compiler, certain types may not be included
transitively by headers that were included previously. This commit
produces a clean build on the latest trunk versions of GCC, Clang,
and QT.
2020-01-16 23:05:58 +00:00
Steve Karolewics
7076e674ca
Change boundDescs to a rdcpair to avoid perf issues at runtime
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With large bindless descriptor tables, traversing all entries to
fill the boundDescs vector was a perf bottleneck. By switching to
storing the first descriptor pointer and a count, the bottleneck is
eliminated. Traversal during queue submit is slightly more complicated
but the same number of descriptors are visited.
2020-01-16 23:05:46 +00:00
Benson Joeris
f12ae2d9fa
Fix alignment for mapped memory when loading initial contents
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Change-Id: If40878b6b7a190237c3686463c7358bb033c8b06
2020-01-16 23:05:31 +00:00
Benson Joeris
84fd1858ca
Fix missing SAMPLER descriptor type
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Change-Id: If1e466bb0479fee914e5b8c0cbca5f54b327229d
2020-01-16 23:05:19 +00:00
Aliya Pazylbekova
8891a8d6fd
VK pixel history: refactor, and add outline of additional callback
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- Add an outline of another callback used to detect which tests
failed.
- Refactor to make it easier to add additional callbacks: add shader
cache to keep track of created shaders and share them between
callbacks.
2020-01-16 23:05:09 +00:00
Aliya Pazylbekova
791d1089b0
Add drawcall callbacks to end and next renderpass cmds
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For Vulkan pixel history vkCmdEndRenderPass and vkCmdNextSubpass
can represent a modification, since it might be doing an implicit
image resolve. Pixel history is using drawcall callbacks to figure
out values pre- post- events, and vkCmdEndRenderPass and
vkCmdNextSubpass might be such events.
Also adds clear image usage to vkCmdBeginRenderPass(2) for images that
have VK_ATTACHMENT_LOAD_OP_CLEAR.
2020-01-16 23:04:53 +00:00
Steve Karolewics
1403162a39
Unwrap resource when the application calls AssertResourceState
2020-01-16 12:32:37 +00:00
baldurk
b41c36427a
Bump version to 1.7
2020-01-15 14:42:42 +00:00
baldurk
0e7f772596
Add Vulkan 1.2 support
v1.6
2020-01-15 14:00:30 +00:00
baldurk
2418a8faef
Add a per-test duration log when running tests
2020-01-15 11:24:41 +00:00
baldurk
1a2876af62
Disable crash handler on opera as well
2020-01-15 10:02:20 +00:00
baldurk
82fca7d325
Make the display_window.py example quit after a few loops
2020-01-15 10:02:20 +00:00
baldurk
7d22448d3f
Sample code should take the capture to load as an argument
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* This makes it easier to run the examples from the command line without editing
them
2020-01-15 09:23:12 +00:00
baldurk
adac442411
Add missing call to CombineDepthStencilLayouts
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* We need to always do this when submitting possibly split depth/stencil
implicit transitions, in case the split transitions were actually from the
same layout and use a combined depth/stencil layout.
2020-01-14 18:45:11 +00:00
baldurk
0b5ac81ff0
Don't get command buffer too early in vulkan replay
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* This is because we always submit all command buffers we fetch, and we don't
want to submit empty command buffers.
2020-01-14 18:02:11 +00:00
baldurk
3d8f9cfade
Log instance layers as well as instance extensions
2020-01-14 18:02:11 +00:00
baldurk
b34c325f24
Make Iter_test.py load-and-runnable in the UI without breaking autotests
2020-01-14 18:02:10 +00:00
baldurk
506d92fcaf
Remove GetTextureCompleteStatus timer
2020-01-14 18:02:10 +00:00
baldurk
df266eb04d
Fix some version properties in windows resource files
2020-01-14 18:02:10 +00:00
baldurk
a2562200f7
Hide update check progress bar even if network error occurred
2020-01-14 18:02:10 +00:00
baldurk
4fd97e8946
D3D12 shared resources are now fully supported
2020-01-14 18:02:10 +00:00
baldurk
5192becb73
Document incomplete texture detection in pipeline state
2020-01-14 18:02:10 +00:00
baldurk
69694ce9d6
Fix crash handler compilation
2020-01-14 18:02:10 +00:00
Benson Joeris
fa94424f93
Add split depth/stencil layouts for input attachments
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Change-Id: Ie5b2d816873224f0ebcc20000a5987f56769d61a
2020-01-14 18:01:58 +00:00
Benson Joeris
a64d0df073
Add input attachment case to vk_separate_depth_stencil_layouts demo
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Change-Id: I06273c36cb468eebf360dbd742a8f95b7f9aeeaf
2020-01-14 18:01:58 +00:00
thisisjimmyfb
99cace95cb
fixed the problem of glClear not displaying its output fbo
2020-01-14 09:43:28 +00:00
baldurk
1758b32045
Add a test of callstack collection
2020-01-13 19:04:44 +00:00
baldurk
f4c864eb3d
silence bogus GCC warning
2020-01-13 19:00:04 +00:00
baldurk
f4ab28205f
Add option to non-interactively resolve callstack symbols
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* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk
8e15b1b7fa
When using D3D12On7 allow shader editing to fall back to sm5_0
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* This should really be configurable to compile with the original shader's
profile, but for now we do this.
2020-01-13 18:19:54 +00:00
baldurk
90e414d097
Avoid text rendering resources leaking out when using D3D12On7
2020-01-13 18:19:23 +00:00
baldurk
86f39640d0
Add shader editing tests on D3D
2020-01-13 18:18:59 +00:00
baldurk
e9182377e5
NULL out connection handle after shutdown
2020-01-13 16:55:05 +00:00
Daniel Craig
b3d15996b2
Add headers required to build windows files without precompiled header
2020-01-13 13:02:46 +00:00
baldurk
dd6e409bb6
Even though Win32 only has one windowing system, it is supported
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* Generic code may be looking for the supported window systems even on windows.
2020-01-10 14:59:14 +00:00
baldurk
b450b3ff29
Fix qrenderdoc examples for latest API
2020-01-10 14:59:11 +00:00
baldurk
259f948fdc
Combine initial image state barriers as we go
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* Rather than forcing image states to completely split then completely merge
again when the barriers are the same but recorded per-subresource due to
previous splitting.
2020-01-10 13:23:37 +00:00
baldurk
04bc540851
Check for stale descriptor sets on compute as well as graphics
2020-01-10 13:02:10 +00:00
baldurk
bc6401f23a
Don't refresh overlay unnecessarily when it's not enabled
2020-01-10 12:55:26 +00:00
baldurk
0b9a4b0100
Add some new shader builtins
2020-01-10 11:22:20 +00:00
baldurk
cb0e8958b1
in debug builds don't include resource ID when renaming resources
2020-01-10 11:01:05 +00:00
baldurk
96ae3bddb3
Patch GLSL shaders to at least #version 130 when making separable
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* This is needed for the out gl_PerVertex block
2020-01-10 11:00:00 +00:00
baldurk
62911e56e9
Handle vertex shaders with no outputs in GL transfrom feedback
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* We just skip the VS out entirely and make sure we still process any
geometry/tessellation (which could generate output from no inputs).
2020-01-10 10:47:18 +00:00
baldurk
d9a39d96da
Fix 32-bit compilation
2020-01-09 19:32:06 +00:00
baldurk
284da79a62
Enable VK_KHR_separate_depth_stencil_layouts support
2020-01-09 17:57:19 +00:00
baldurk
f68a5b9195
When enabled, track depth and stencil aspect layouts separately
2020-01-09 17:57:19 +00:00
baldurk
f95cd087ee
Fix replay of vkCmdBeginRenderPass as a lone event
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* We need to substitute it for the loadRP version.
2020-01-09 17:57:19 +00:00
baldurk
cee81227b0
Handle off-by-one errors when replaying final parts of a subpass
2020-01-09 17:57:19 +00:00