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
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* 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
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* 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
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* 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
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* 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
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* 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
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# 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
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- 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
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* 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
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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
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* 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