baldurk
a28f77ab7d
Support debugging fetching input attachments
2020-04-30 18:15:29 +01:00
baldurk
4695259078
Subpass inputs are considered read-only
2020-04-30 18:15:29 +01:00
baldurk
e2fce8cad1
Fix crash if accessed resource is unbound
2020-04-30 18:15:29 +01:00
baldurk
1a057303a2
Don't add Storage to type name for subpass inputs
2020-04-30 18:15:29 +01:00
baldurk
4b3ef6c6f4
Add block decoration when using StorageBuffer storage class
2020-04-30 18:15:28 +01:00
baldurk
f6ec10659d
Tighten up comparisons in Resource_Lifetimes tests
2020-04-30 18:15:28 +01:00
baldurk
fc3980b610
Fix GL_Vertex_Attr_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
0b3b026fdb
Fix VK_CBuffer_Zoo test
2020-04-30 18:15:28 +01:00
baldurk
9c0423506d
Don't test timeline semaphore if it's not supported
2020-04-30 18:15:28 +01:00
baldurk
fb72ecc97d
Add fallback to disable descriptor-heavy parts of shader debug test
2020-04-30 18:15:28 +01:00
baldurk
20e17a3f20
Add a configurable timeout when running demos program
2020-04-30 18:15:28 +01:00
baldurk
94be1b8ce8
Fill shader debug fetch descriptors with dummy contents
...
* We need to do this to comply with static use, which is considered *before*
specialization constants have been applied, meaning when we run our gather all
variants must be valid :(.
2020-04-30 18:15:28 +01:00
baldurk
48451793bb
Enable imageCubeArray feature if possible, fallback if not available
2020-04-30 18:12:34 +01:00
baldurk
4bd11e1111
Ensure we have enough descriptors in the pool for debug descriptors
2020-04-30 18:12:34 +01:00
baldurk
408cb10053
Don't create degenerate access chain to load global variable
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* This seems like it's legal, but let's not do it anyway just in case.
2020-04-30 18:12:34 +01:00
baldurk
811d6323b0
Fail early if required extension/feature isn't available
2020-04-30 18:12:34 +01:00
Julian Meder
7a6326818c
Add support for ID3D12Heap, ID3D12DeviceChild in dx12 OpenSharedHandle
...
Added support for ID3D12Heap and general ID3D12DeviceChild to ID3D12Device::OpenSharedHandle hook.
2020-04-30 18:12:22 +01:00
baldurk
e8f3c547be
Add fallback to remove queue priorities if device creation fails
2020-04-29 22:12:12 +01:00
baldurk
54abdc3d14
Fix racy cross-thread access to target control connection. Closes #1857
2020-04-29 18:48:51 +01:00
baldurk
c02675bcd0
Fix incorrect reflection for 1,1,1 group size compute shaders
2020-04-29 18:48:51 +01:00
baldurk
26aa7fbb1e
Fix handling of pointers into matrix columns
2020-04-29 18:48:51 +01:00
baldurk
2865fe101d
Deduplicate resource accesses by binding not by name
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* For D3D this should be equivalent since name == bindpoint, but for SPIR-V this
prevents the same binding being loaded into multiple SSA variables from being
added every time.
2020-04-29 18:48:51 +01:00
baldurk
fe882fe872
Default to debug variables panel if there's no high-level debug info
2020-04-29 18:48:50 +01:00
baldurk
1da60805e0
Allow source variable mappings to point to the root of a complex type
...
* For vulkan debugging where high-level variables are not scattered amongst
vectors, there's no point in having the whole tree expanded for source mapping
struct-to-struct or array-to-array.
2020-04-29 18:48:50 +01:00
baldurk
ff07c88a65
Simplify tracking & allocation of pointers
2020-04-29 18:48:50 +01:00
baldurk
75befa30d8
Support workgroup private variables in debugging
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* We don't simulate other threads so this will be similar to groupshared on
D3D11 which doesn't have accurate contents.
2020-04-29 18:48:50 +01:00
baldurk
2eaeb96799
Add UI to vulkan pipeline state viewer to allow compute debugging
2020-04-29 18:48:50 +01:00
Aliya Pazylbekova
2cb546686b
Vk Pixel History: multi sampled colour
...
Colour only, depth/stencil copy not supported.
This means that we only report pre-mod and post-mod colour values for
events. Since stencil copy is not supported, number of fragments is
not reported, and shader output is not queried.
2020-04-29 18:48:37 +01:00
baldurk
ccab431cd1
Re-enable some warnings in glslang that have been fixed
2020-04-28 18:15:34 +01:00
baldurk
b0aaae0a8a
Update glslang to 8.13.3743. Closes #1851
2020-04-28 18:15:34 +01:00
baldurk
7ef7afc6c6
Fix warning with clang 10
2020-04-28 18:15:34 +01:00
baldurk
63c1ecd89c
Handle vertexOffset properly in mesh decode example. Closes #1852
2020-04-28 18:15:34 +01:00
baldurk
7c265efe2e
Configure ShaderConstant descriptor for vertex inputs
2020-04-28 18:15:33 +01:00
baldurk
d8835126a5
Implement image & buffer atomic operations
2020-04-28 18:15:33 +01:00
baldurk
80e7e27a9e
Fix data type access when accessing scalars in vectors in SSBOs
2020-04-28 18:15:33 +01:00
baldurk
50359b03c9
Be more specific about the 'invalid' bindpoint we want to ignore
2020-04-28 18:15:33 +01:00
baldurk
c3c77a469d
When resetting replay, don't replay draw multiple times
2020-04-28 18:15:33 +01:00
baldurk
638c27d1b7
Check that derivatives come back as valid
...
* We check that derivatives are valid by doing ddx() on the pixel co-ordinate
which should return 1.0. If it doesn't we can't trust the results and it will
cause problems later. This is a known bug on the current public nvidia release
branch which is fixed on the developer branch. Once it's fixed on public we
can have a more user-friendly version number check.
2020-04-28 18:15:33 +01:00
baldurk
7d233f074c
Don't launch pixel history on failure if the feature is not supported
2020-04-28 18:15:33 +01:00
baldurk
84a804f95d
Set byte strides for error case of buffer formatter
2020-04-28 18:15:33 +01:00
Steve Karolewics
ade2325623
Cache resources fetched from the pipe state in the texture viewer
2020-04-28 18:15:20 +01:00
Steve Karolewics
8e988f9045
Eliminate removeIf from barriers that slowed down opening captures
2020-04-28 18:15:20 +01:00
Steve Karolewics
f29fe5864e
Make RichResourceTextMouseEvent only respond to left button clicks
...
Previously it prevented context menus from working when activated over
a rich resource text field.
2020-04-27 18:16:46 +01:00
Steve Karolewics
08d1189d99
Give ShaderViewer its own copy of bindpoint mappings
...
Previously this data was a reference to the current pipeline state, so
when the selected event changed, the ShaderViewer's bindpoint mappings
would be inaccurate.
2020-04-27 18:16:46 +01:00
Steve Karolewics
2c4f2a57a8
Add resource tracking to DXBC shader debugging
...
When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
2020-04-27 18:16:46 +01:00
baldurk
745b65b3d2
Fix sampling from cube textures
2020-04-27 17:03:12 +01:00
baldurk
19bb332207
Fix bug in disassembly and debugging of vectorshuffle
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* Not all vectors are four components, the indices are relative to the number of
components each vector has, not always 0-3 and 5-7
2020-04-27 16:19:38 +01:00
baldurk
67c3f4fe25
Add support for accessing arrays of resources
2020-04-27 15:41:12 +01:00
baldurk
89df575d21
Remove decorations on removed IDs
2020-04-27 15:09:55 +01:00
baldurk
133b8a41b9
Fix handling of column-major matrices in buffer viewer. Closes #1848
2020-04-27 13:46:58 +01:00