Commit Graph

10812 Commits

Author SHA1 Message Date
baldurk a81994071f Wait for shader viewer background debugging, add cancel button
* Until we properly support background debugging we need to wait for it to
  complete, otherwise the user could close the window and we'd crash.
2020-05-15 20:31:42 +01:00
baldurk ec881a600c Add fallback to VK_FORMAT_D24_UNORM_S8_UINT in pixel history
* Not all devices will support D32S8, so we need to fall back to D24S8 if
  needed. One or the other must be supported.
2020-05-15 19:03:27 +01:00
baldurk 5b5bd49a43 Serialise device create info exactly as-is, without patching
* Previously we serialised after enabling a few features at capture-time.
2020-05-15 19:03:27 +01:00
baldurk 96e34db93d Add workaround to avoid non-2D Dref explicit lod samples on Qualcomm 2020-05-15 19:03:27 +01:00
baldurk e37c420263 Avoid EXT_direct_state_access VAO funcs for better compatibility 2020-05-15 19:03:27 +01:00
baldurk 672fbb84d8 Sanitise image layouts in pixel history 2020-05-15 19:03:27 +01:00
baldurk ca28154fc0 Check for geometryShader feature when fetching prim ID in pixel history 2020-05-15 19:03:27 +01:00
baldurk e08f4a43a9 Don't call GetBaseFormat/GetDataType for compressed formats
* The result is not needed and the call is invalid.
2020-05-15 19:03:27 +01:00
baldurk 5a0134ed4b Free shader debugger in replay driver so it's proxied correctly 2020-05-15 19:03:27 +01:00
baldurk d332c985e0 Try to handle pipeline creation failures 2020-05-15 19:03:27 +01:00
baldurk ed0c143be7 Close replay thread last to process any invoked resource frees 2020-05-15 19:03:26 +01:00
baldurk 526af5f1db Add missing type serialise 2020-05-15 19:03:26 +01:00
baldurk 22a56bb688 Fix ContinueDebug proxy packet copy-paste error. 2020-05-15 19:03:26 +01:00
baldurk 08cf66abce Fix racing busy signals when connecting to remote servers 2020-05-15 19:03:26 +01:00
Steve Karolewics 1d579dfb66 Update docs about D3D12 shader debugging support 2020-05-15 19:03:00 +01:00
windog18 579dec8b4b Solved cbuffer bind issue 2020-05-15 19:02:41 +01:00
baldurk e31ebd0f55 Work around presumed QC driver bug storing to array slices 2020-05-14 20:33:20 +01:00
baldurk b1b33d5605 Use overlay texture format variable 2020-05-14 20:33:20 +01:00
baldurk 4dd30eddc7 Clamp subresource in SetProxyTextureData
* This is useful when the subresource comes from the underlying texture but the
  overlay isn't arrayed, and is also consistent with local rendering which
  clamps the subresource indices.
2020-05-14 20:33:20 +01:00
baldurk 43e07b8a18 Limit typecast on remap texture format to base type. Closes #1882
* Casting to e.g. unorm causes problems if we're remapping to RGBA16 because not
  all devices will support rendering to RGBA16_UNORM
2020-05-14 19:28:09 +01:00
baldurk 6b657965b1 Fix settings not being properly re-evaluated on access 2020-05-14 19:28:09 +01:00
baldurk 5306b18ad0 Log both sides of remote server if enabled 2020-05-14 19:28:09 +01:00
baldurk a350e92f62 Print specific timeout exceeded in error messages 2020-05-13 20:48:24 +01:00
baldurk 05201fa67e If no delete filename is specified, don't print false error 2020-05-13 20:48:14 +01:00
baldurk 9ed418f90c Install settings file when running remote server 2020-05-13 20:13:18 +01:00
baldurk 78335f7d00 Fix calculation of array stride on structs in D3D
# Conflicts:
#	util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00
baldurk 15fa728ab9 Fix handling of empty structs in D3D 2020-05-13 18:07:26 +01:00
baldurk 01ca197655 Fix tests broken with updated non-remapped postvs index data 2020-05-13 18:07:26 +01:00
baldurk 31b1c0641a Fix debug var lookups in tests for D3D variables 2020-05-13 18:07:26 +01:00
Aliya Pazylbekova 08cf503eea Vk Pixel History: Small fixes + more tests
- For counting the number of fragments, also need to disable the depth
  bounds test, since we are not initializing the depth value currently
- Reset depth to 0.0f for shader out, and set it to always pass. So that
  we can get depth values from just one fragment.
- Initialize premod value for individual fragment events. This is not
  surfaced in the UI, but available from the python API and checked in
  tests.
2020-05-13 18:07:11 +01:00
baldurk 0b6c1c14b4 Add Steve Karolewics to credits document 2020-05-12 19:04:57 +01:00
baldurk bfcc484a7c Add tests of drawcall variants 2020-05-12 19:04:57 +01:00
baldurk e9b92a5ca7 Fix handling of base vertex in D3D11. Closes #1862 2020-05-12 19:04:57 +01:00
baldurk a8f1bc3881 Fix handling of index/instance/vertex offsets in vulkan shader debugging 2020-05-12 19:04:57 +01:00
baldurk 8643b01200 Display type name of other exceptions in failures 2020-05-12 19:04:57 +01:00
Aliya Pazylbekova 362d523399 Vulkan: fix usage based on shaders
This was based on an example where there is:
eid 1: vkCmdDispatch (used image as ssbo)
eid 2: vkCmdDraw (used image in FBO)
eid 3: vkCmdDraw (used image in FBO)

Image usage added CS_RWResource to draws in eid 2 and eid 3,
since a compute pipeline with the compute shader from eid 1
was still bound.
2020-05-12 19:04:36 +01:00
Steve Karolewics 65a4474fe8 Turn on D3D12 shader debugging by default. Closes #1771 2020-05-12 19:04:17 +01:00
gauthier 4380bf68e6 Fix relative path directory of capture creation 2020-05-12 19:04:06 +01:00
baldurk da2af69671 Add support for specifying strip restart value in D3D12 PSOs 2020-05-11 18:04:23 +01:00
baldurk 79c47ff91e Ignore bound index buffer for non-indexed draws, apply vertexOffset 2020-05-11 18:04:22 +01:00
baldurk 3bd09bd4a9 Fix applying offset wrongly on unclamped length 2020-05-11 18:04:22 +01:00
baldurk b8f83fca4c Add helper for blitting to swapchain in demos
* This isn't needed for testing but it's convenient to get simple window output
  even when we need to be writing to an F32 target
2020-05-11 18:04:22 +01:00
baldurk 49d6f205e9 Add padding for buffers where matrixByteStride needs it. Closes #1874 2020-05-11 18:04:22 +01:00
baldurk 7045e241e2 Specify row_major on struct members. Closes #1873 2020-05-11 18:04:22 +01:00
Steve Karolewics f9b86f3a82 Fix broken D3D shader linkage test cases
The rules for merging semantics into an array were not strict enough.
If either the type, interpolation mode, or size is different, or if it
is not using a register's x component, then we can't combine it. Also,
the rules for marking a semantic as array length 1 were too strict,
resulting in some semantics packing into other registers incorrectly.
2020-05-11 18:04:10 +01:00
Steve Karolewics 4c7f30e690 Created a D3D11 version of the shader linkage zoo test 2020-05-11 18:04:10 +01:00
Jake Turner ed45d15d21 Fix unknown warning "no-deprecated-copy" on Apple
Compile fix for MacOS Catalina
2020-05-11 18:04:00 +01:00
Jake Turner d100c6c622 Include "QEvent"
Compile fix for MacOS Catalina
2020-05-11 18:04:00 +01:00
baldurk 6e27f8a54d Check that dll is loaded before keeping it loaded 2020-05-08 21:14:20 +01:00
baldurk 7ddc24e13d Force on dynamic states we want in pixel history, to simplify handling
* This also fixes a case where pipelines with dynamic stencil masks wouldn't
  have the masks properly set for stencil counting and we wouldn't get shader
  output properly.
2020-05-08 20:43:25 +01:00