baldurk
8cd1bf9eb1
Direct users to non-permanent way of enabling API validation for info
2023-12-05 11:00:59 +00:00
baldurk
6aa0263ace
Don't crash if no mesh shader reflection is avialable on a mesh draw
...
* This is possible after a device lost event.
2023-12-04 19:11:47 +00:00
baldurk
9fe2ec5c2d
Fix calculation of slices on 3D textures when viewing up/down mips
2023-12-04 19:11:27 +00:00
baldurk
9057f0d2a2
Bump version to v1.31
2023-12-04 17:19:46 +00:00
baldurk
5f95fb95a2
Fix crash patching DXIL per-primitive mesh outputs
v1.30
2023-12-04 11:57:15 +00:00
Jake Turner
3eccdc736e
D3D12 Depth overlay fix for unset stencil mask
2023-12-04 10:50:01 +00:00
Jake Turner
693fa9e8ea
GL Depth Overlay fallback to non-stencil mask
...
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
04050e36f5
D3D12 Depth Overlay fallback to non-stencil mask
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Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
0ef2210ab7
Vulkan Depth Overlay fallback to non-stencil mask
...
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
a6529bd1bb
Vulkan Depth Overlay specify stencil dynamic state
2023-12-03 21:00:34 +00:00
Jake Turner
defe79d82c
D3D11 Depth Overlay improvements
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Handle depth copying with a texture array source
Clear stencil to zero during the depth copy to match the other implementations
Specify the bind flags when creating the new depth-stencil texture
2023-12-03 21:00:34 +00:00
baldurk
d52f97c225
Make sure buffer viewer panels can't be closed
2023-12-01 13:00:08 +00:00
baldurk
32e1f62199
Give overlay test reasonable epsilons to account for shift
2023-12-01 11:59:14 +00:00
baldurk
559a129d2c
Fix vertex linking in GL_Mesh_Zoo to write to col2 properly
2023-12-01 11:44:44 +00:00
baldurk
aac7dc1c31
Revert workaround for AMD drivers as non-functional
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* Previous workaround may not be functional either, but is left for now.
2023-11-30 20:54:59 +00:00
baldurk
73ab2cd447
Add further workaround for weird AMD driver behaviour
2023-11-30 17:44:20 +00:00
baldurk
d77fc1ed22
Update documentation to mention meshlet solid shading
2023-11-30 14:41:14 +00:00
baldurk
0b18cefc5f
Specify correct library flag when creating partial pipelines
2023-11-30 14:38:48 +00:00
baldurk
10bdf616a7
Fix memory corruption properly in test
2023-11-30 13:30:00 +00:00
baldurk
01820aad82
Donn't set rasterization state to NULL for pre-rasterization shaders
2023-11-30 13:29:59 +00:00
Jake Turner
a43cb1f58c
Stop compute shader usage being computed for Drawcalls
2023-11-29 17:29:50 +00:00
baldurk
21b9600e6d
Set vertex input structs to NULL to work around AMD driver bug
2023-11-29 12:23:35 +00:00
baldurk
06ac6298dc
Don't serialise vertex input structs if using mesh shaders
2023-11-29 12:18:06 +00:00
baldurk
55c18e4868
Improve D3D12 line AA on AMD
2023-11-28 17:04:56 +00:00
baldurk
1df386847f
Compile fix
2023-11-28 16:49:58 +00:00
baldurk
be372cde46
Improve mesh viewer UI for task/mesh shaders range filtering
2023-11-28 16:19:05 +00:00
baldurk
400e712deb
Fix crash opening task shader context menu with no task shader
2023-11-28 16:18:47 +00:00
baldurk
ae969dfdd5
Fix spirv-plugins build scripts
2023-11-28 13:24:30 +00:00
baldurk
65a13b1a6d
Fix memory corruption in VK_Parameter_Zoo test
2023-11-28 12:04:26 +00:00
Jake Turner
d72d79052a
Extend Vk Depth Test Overlays
...
Support shader exported depth by replaying using the capture pixel shader to determine passing pixels
2023-11-27 16:33:57 +00:00
baldurk
1246f8007a
Restore hack to get homebrew working again
2023-11-22 17:14:48 +00:00
baldurk
800c321d16
Re-order vertex bindings to match sensible order. Closes #3145
2023-11-22 15:30:10 +00:00
baldurk
9e79ba3416
Fix DXIL patching for quad overdraw
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* Also tweak the test output to be more organised
2023-11-20 18:17:51 +00:00
baldurk
b9c338568f
Set the correct type for i8 metadata constants in DXIL
2023-11-20 18:17:21 +00:00
baldurk
9082c985c6
Remove deferred swapchain memory flag
2023-11-20 15:19:16 +00:00
baldurk
7db65dc01b
Allocate dynamic SSBO descriptors in our debug descriptor pool
2023-11-20 13:59:21 +00:00
baldurk
0d9ea809dd
Fix some test failures by consistently stripping gl_PerVertex_Var prefix
2023-11-17 18:47:47 +00:00
baldurk
48222bf5bb
Disable reporting of multiviewMeshShader feature
2023-11-17 18:47:47 +00:00
baldurk
58f206eed0
Get output topology reflection on D3D12 for mesh shaders
2023-11-17 18:47:47 +00:00
baldurk
10face5f4c
Avoid error by checking for NULL first before accessing const members
2023-11-17 18:47:47 +00:00
shaltupssen
21972fa5b4
Fix abi name for android x86
2023-11-17 10:21:43 +00:00
baldurk
41d2e69d00
Remove unused lambda captures
2023-11-17 02:00:20 +00:00
baldurk
98dd806298
Remove duplicate docstring
2023-11-17 01:59:18 +00:00
baldurk
3976bba298
Add missing documentation strings
2023-11-17 01:43:19 +00:00
baldurk
d171cdb1c6
Fix compilation on 32-bit
2023-11-17 01:39:52 +00:00
baldurk
70b2fac658
Fix compile warning on some D3D12 HLSL compiler versions
2023-11-17 00:47:55 +00:00
baldurk
07b1c3f857
Add options to filter and correlate between task and mesh invocations
2023-11-17 00:47:55 +00:00
baldurk
1df7c1ae81
Implement mesh viewer support for task/mesh shaders
2023-11-17 00:47:55 +00:00
baldurk
d898e2ac09
Detect and prevent crashes on broken dxc-produced task shaders
2023-11-17 00:47:55 +00:00
baldurk
8f945ab404
Use shader patching functions to fetch amp. & mesh outputs on D3D12
2023-11-17 00:47:28 +00:00