baldurk
92e3c21baf
Always set pipeline state on D3D12 on all types of command buffer
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* Notably this meant the pipeline state wasn't bound on compute-only command
buffers
2021-10-19 17:05:30 +01:00
baldurk
ee8c685880
Tweak docstring on performance counter viewer
2021-10-18 23:03:39 +01:00
baldurk
3324b7f86c
Hide hidden/internal parameters in resource inspector
2021-10-18 17:53:08 +01:00
baldurk
469221ab15
Add sorting options to resource inspector, including 'recently used'
2021-10-18 17:11:36 +01:00
baldurk
6dd63c6aec
Convert counter viewer to item model, sync filter with event browser
2021-10-18 14:14:36 +01:00
baldurk
531946c128
Skip marker regions when fetching D3D11/GL counters
2021-10-18 11:14:49 +01:00
baldurk
6ba5278f46
Fix pipeline stats queries on D3D11
2021-10-18 11:14:12 +01:00
baldurk
c02c8355c7
Check queued initial state fetches on implicit thread switches on GL
2021-10-18 11:12:19 +01:00
baldurk
97dfda3c3c
Fix use of GetCBufferVariableContents in tests
2021-10-18 10:20:08 +01:00
Remi Palandri and Baldur Karlsson
47d6c86222
support VK_EXT_fragment_density_map2
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support VK_EXT_fragment_density_map2
2021-10-12 17:52:50 +01:00
Leonid Fedorov and Baldur Karlsson
5a2dd3fd77
Add support 3d ASTC compressed textures
2021-10-12 17:52:26 +01:00
Remi Palandri and Baldur Karlsson
0151c5ce88
add explicit folder name to d8 commandline
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d8 on cmd/powershell doesn't handle asterisks properly for folders, so replacing it by current ABI folder name
2021-10-11 12:22:40 +01:00
baldurk
501b67bccf
Further clang warning fixes
2021-10-06 19:17:15 +01:00
baldurk
484f25bb75
Linux compile fixes
2021-10-06 17:14:29 +01:00
baldurk
1464eaeb81
Ensure linux process hooks don't do anything on replay
2021-10-06 16:31:44 +01:00
baldurk
b71b84374f
Implement option to export current vulkan pipeline to fossilize db
2021-10-06 16:31:44 +01:00
baldurk
c76c761bab
Fix some crashes exporting HTML pipeline state on vulkan
2021-10-06 16:31:43 +01:00
baldurk
18647c3d87
Improve important tagging for vkCreateRenderPass2
2021-10-06 16:31:43 +01:00
baldurk
b850c2d7fe
Fix incorrect use of QByteArray::fromRawData, it doesn't copy input data
2021-10-06 16:31:43 +01:00
baldurk
2206f6bd2f
Don't add duplicate derived resources
2021-10-06 16:31:43 +01:00
baldurk
fb912b4853
Add a recursive search function in SDObject
2021-10-06 16:31:43 +01:00
baldurk
73f78bd8a4
Ensure formatting tags aren't exported/put on the clipboard. Refs #2382
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* When we're formatting text we want just the plain text version to be used.
2021-10-06 16:31:43 +01:00
Leonid Fedorov and Baldur Karlsson
73f0c7681f
Add support 2d array/3d textures read back for GLES 2.0/3.0
2021-10-06 13:05:24 +01:00
thisisjimmyfb and Baldur Karlsson
dc9fd45fc2
Make Oculus' on device Vulkan Validation Layer avaiable for load
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Without this Renderdoc won't be able to load the on device VVL
2021-10-04 23:27:23 +01:00
baldurk
f80b5ce62a
Fix texel read/write to respect format conversion when debugging shaders
2021-10-04 19:22:52 +01:00
baldurk
bae2f44bf1
Support bool parameters in vulkan debug printf
2021-10-04 19:19:49 +01:00
baldurk
c070dfd847
Clarify root signature index in D3D12 pipeline view
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* Internally we split ranges, but for display we should use the original root
signature index.
2021-10-04 18:39:33 +01:00
baldurk
c24dd2e7aa
Use shader stage to properly disambiguate entry points on vulkan
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* It's possible to have two entry points in a SPIR-V module both named "main" as
long as they have different stages.
2021-10-04 17:03:27 +01:00
baldurk
ff40a98ac7
Specify stage for spirv-cross in case it's needed to disambiguate
2021-10-04 17:01:34 +01:00
baldurk
4b261bd8f6
Fix problems with GL counter fetch around multi-draw draws
2021-10-04 15:40:56 +01:00
baldurk
cd1b68aadf
If a shared resource is imported mid-capture, snapshot initial contents
2021-10-04 15:05:07 +01:00
baldurk
44cfabb12a
Remove more problematic D3D11 misc resource flags
2021-10-04 15:04:48 +01:00
baldurk
3ed35bf253
Fix assignment of 64-bit vertex input element locations. Closes #2380
2021-10-04 13:07:24 +01:00
baldurk
83da4cb471
Sanitise : in pipeline state vertex input names
2021-10-04 13:05:57 +01:00
baldurk
bfbc9a3e48
Fix order of scrollbar update when texture scale changes. Closes #2377
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* We need to update the scrollbar bounds first based on the current zoom level,
then change the scroll position. Otherwise the scroll will be visually correct
but the scrollbars won't match.
2021-10-04 12:10:56 +01:00
baldurk
4a44d76426
Strip VK_KHR_win32_keyed_mutex extension on replay
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* This is an external memory extension, effectively, so we remove it as we don't
replay external memory.
2021-10-04 12:02:37 +01:00
baldurk
3fb4e230de
Handle single-basic-element buffers in GL/Vulkan properly. Closes #2378
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* We still need to handle multiple elements in the root of a struct specially by
commenting out the fixed members, but the final element needs to go through
the normal DeclareStruct() path to handle things like per-column padding in
matrices etc.
2021-10-04 12:02:09 +01:00
baldurk
bc532ebf49
Bump version to 1.17
2021-09-30 17:28:02 +01:00
baldurk
5486bf09b3
Fix D3D11 overlays not displaying due to overwritten renderstate
v1.16
2021-09-29 13:54:32 +01:00
baldurk
25b17c8093
Add R/W locking around access to crash handler. Closes #2376
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* The crash handler gets destroyed and recreated when we need to change creation
parameters, and this races against anything else trying to use it to register
or unregister memory regions.
* In partcular when initialising the replay we recreated the crash handler right
after kicking off the GPU enumeration.
* We add a read/write lock so there's no significant added contention on most
paths (even though it's not really high traffic in any case) to prevent this
kind of problem in future.
2021-09-29 10:54:29 +01:00
baldurk
d386df55b9
Clarify requirement of a capture for device lost errors
2021-09-27 13:01:09 +01:00
baldurk
62d6ffaec2
Enable DXIL bindless feedback test
2021-09-27 12:26:22 +01:00
baldurk
2a53db8eae
Fix DXIL feedback to account for handle indices being register relative
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* If a texture array is bound to register 17, the dynamic index passed into
createHandle will be [17+x] :(
2021-09-27 12:23:58 +01:00
baldurk
b20e337fd2
Remove unused root elements after filling D3D12 pipeline state
2021-09-27 12:23:15 +01:00
baldurk
c8e7037ed1
Make some custom changes to Catch2 for a better experience
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* Add CATCH_CONFIG_FORCE_FALLBACK_STRINGIFIER to force use of ToStr in
all cases. We can handle ints, etc, we don't need ostringstream, and
this allows us to handle enums that would otherwise just be printed as
their integer value.
* Add CATCH_CONFIG_INLINE_DEBUG_BREAK which restores the Catch 1.0
behaviour of debugbreaks happening in macros and so in-line at the
actual site failure. So the debugger stops on the CHECK() or REQUIRE()
call instead of inside AssertionHandler::complete()
Cherry pick from https://github.com/baldurk/renderdoc/commit/4232736fc21fc6a13a4de6997a5ae106598b225f
2021-09-27 10:03:39 +01:00
baldurk
d3c6818f4a
Update Catch to version 2.13.7
2021-09-27 10:03:39 +01:00
baldurk
552621a87f
Fix a compile warning that appears on redhat
2021-09-27 10:03:39 +01:00
Jake Turner and Baldur Karlsson
8c5792f412
Add api/replay/pipestate.inl to sources list
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xcode project generation is driven by the sources list
before this commit "pipestate.inl" was not present in the xcode project
after this commit it is present
2021-09-27 09:46:33 +01:00
baldurk
e1880f62ab
Clamp value index by number of values
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* This can be out of bounds when purely considering the instruction index if
there's an instruction near the end, beyond the point where there are (many)
further values.
2021-09-24 15:11:22 +01:00
baldurk
ff92cc2ba3
Don't flush coherent maps on vulkan when there are no command buffers
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* Normally this is handled by checking referenced IDs, but we now
unconditionally flush memory with BDA buffers bound to it.
2021-09-24 14:04:29 +01:00