Commit Graph

9025 Commits

Author SHA1 Message Date
baldurk a856b6ebbe Fix VK_Buffer_Address shader compilation 2019-05-23 15:38:22 +01:00
baldurk 4cec51ff6a Use demo project name to determine test availability
* This is better than testing by platform/platform version, because we can check
  specifically for extensions and avoid running a test we know will fail because
  extensions aren't supported.
2019-05-23 14:03:47 +01:00
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00
baldurk efb8788c52 Identify the demos binary in scripts, and allow manual configuration 2019-05-23 11:07:37 +01:00
baldurk eb6f04f941 Build demos project to demos_x64 or demos_x86 on windows and linux 2019-05-23 10:51:58 +01:00
baldurk e0275bc92b Replace use of tmpnam which warns on linux at link time 2019-05-23 10:29:27 +01:00
baldurk 69e55628c2 Handle all enum values in switch 2019-05-23 10:29:12 +01:00
baldurk 5b6b723428 Remove useless casts to parent class 2019-05-23 10:29:03 +01:00
baldurk e4333291a1 Allow using shader processing tools for custom shaders
* This is primarily useful for HLSL on Vulkan, but could be used with any other
  combination. If multiple tools can perform the conversion, the highest
  priority one is used.
2019-05-22 17:54:10 +01:00
baldurk 694524c7bd Allow querying the shader encoding supported by custom shaders
* This is distinct from target shaders in the remote proxy case - custom shaders
  are built locally.
2019-05-22 16:09:18 +01:00
baldurk 55107a6144 Only display textual shader encodings for shader compile options 2019-05-22 16:08:31 +01:00
baldurk 807345fd0f Add auto-detection for dxc as a shader processing tool 2019-05-22 14:16:02 +01:00
baldurk 69e4be52cf Display bounding box data in mesh view camera panel
* This isn't the best place for it but it makes the most sense for now.
2019-05-22 13:57:23 +01:00
baldurk 074070b1cf Only unproject position attributes that output a position. Closes #1363
* If we select a UV attribute to draw as position we don't want to unproject it
  for display, just treat it as we do any normal attribute.
2019-05-22 13:38:20 +01:00
baldurk 467dd5e808 Fix calculation of bounding boxes for non-4 component attributes
* If we only have 3 or 2 components, set the remaining bounding box values to 0
  so they aren't set at +/- FLT_MAX.
2019-05-22 12:40:56 +01:00
baldurk dd77b8a2b6 Fix order-of-operations, update position/secondary columns first
* We need to have the correct position and secondary columns before updating the
  mesh configuration that references them.
2019-05-22 12:40:19 +01:00
baldurk 2573dffde7 Remove MAP_UNSYNCHRONIZED_BIT from GL persistent maps
* This is required because we add MAP_READ_BIT and the spec doesn't allow maps
  that are both unsynchronized and reading.
* Also add a test for unsynchronised persistent maps, and update the
  GL_Buffer_Updates test to not require a reference image but check each quad
  individually for the expected colour.
2019-05-22 12:04:33 +01:00
baldurk 09d7387db2 Add replay API note that top-left co-ordinates are expected
* This is only relevant on GL where co-ordinates are bottom-left, so translation
  from e.g. viewports or scissors are required.
2019-05-22 12:03:24 +01:00
baldurk 05f044016b Don't call QObject::connect for a NULL model 2019-05-22 11:33:09 +01:00
baldurk 943a790319 Fix a crash when resizing a header view with all sections hidden 2019-05-22 10:53:52 +01:00
baldurk 775fa9b635 Disconnect item model before deleting RDTreeWidget/RDTreeView
* This avoids odd races where some events might be fired mid-destruction and
  encounter the item model in an undefined state.
2019-05-21 13:58:38 +01:00
baldurk c83a087400 Don't pass negative firstMip/firstSlice
* These can be -1 to indicate that all mips/slices are available - so pass 0 in
  that case.
2019-05-21 13:29:43 +01:00
baldurk 8ab8f42daf Add GGP files to VS project, fix compilation with removal of 'using std' 2019-05-21 12:11:00 +01:00
baldurk 622291fde9 Set up to let demos project filter list of available tests
* This is primarily for the benefit of GL/VK where we need to feature-detect for
  some extensions or functionality that requires selecting a device, e.g. D3D12
  can be more easily detected with a quick check.
* We'll run this once and cache the results when running tests from python so we
  can do a better job of filtering out tests that the current machine doesn't
  support.
2019-05-20 16:23:09 +01:00
baldurk 419fa93ebf Implement GL_ARB_ES3_2_compatibility. Closes #146 2019-05-20 15:01:52 +01:00
baldurk 59ad2ebfa2 Clear stream-out state when clearing pipeline state 2019-05-20 14:16:43 +01:00
baldurk 06feec392d Use pipeline base mip/slice binding for texture thumbnails. Closes #1327 2019-05-20 13:13:47 +01:00
baldurk 420379c50f Update glslang to c11e3156 (release 7.11.3214) 2019-05-20 12:40:56 +01:00
baldurk 8aa515a47a Make drivers m_Events a direct lookup
* Rather than doing an expensive iteration for looking up m_Events, just index
  by eventId which will be very dense.
2019-05-20 12:24:41 +01:00
baldurk 2397233e8c Don't wrap counter queries on D3D11, avoid expensive wasteful wrapping 2019-05-20 12:19:59 +01:00
baldurk c403f5120d Fix release build compilation 2019-05-17 18:24:25 +01:00
baldurk 88204abc82 When partially replaying a cmd buffer, rebind pipeline state correctly
* Even if we're not in a renderpass we still need to bind the graphics pipeline
  state
2019-05-17 17:13:48 +01:00
baldurk 3a89a56cc3 Revert accidentally committed vulkan validation layers 2019-05-17 16:47:22 +01:00
baldurk 7206a0cd25 Removing 'use std::vector' 2019-05-17 16:32:56 +01:00
baldurk 725c207ec8 Remove 'using std::list' 2019-05-17 16:32:56 +01:00
baldurk e48065c96b Replace use of std::pair with rdcpair wherever possible
* Only remaining uses in our code is when we're interacting with std::map where
  it uses std::pair internally
2019-05-17 16:32:56 +01:00
baldurk 462772af91 Remove 'using std::set' 2019-05-17 16:32:56 +01:00
baldurk a965a3a703 Remove 'using std::string'
* This will make it easier to replace std::string with rdcstr in future
2019-05-17 16:32:56 +01:00
baldurk 6d47b35cd9 Change GL_Entry_Points test to use more generally available functions 2019-05-17 16:32:55 +01:00
baldurk ff24c2251a Account for differing reflection of global uniforms on GL
* The reflection might only return the actual used values, but it might return
  more so ensure we have handling for that.
2019-05-17 16:32:55 +01:00
baldurk 63728a425f Add newly-created tests to CMakeLists.txt 2019-05-17 16:32:55 +01:00
baldurk 4aa8e1ebf3 Be more clear in naming which chunks are internal book-keeping 2019-05-17 16:32:55 +01:00
baldurk 8edc01c928 Show the object (whether a sampler or the texture) in GL's sampler state 2019-05-17 16:32:55 +01:00
baldurk 51c50e0da3 Localise addressing mode state display for GL
* On GL addressing modes are called wrap modes, and the wrap value is then known
  as repeat. If we don't 'localise' this then it can be confusing to show that
  it is "Wrap".
2019-05-17 16:32:55 +01:00
baldurk 96cc08b960 Rename 'show disabled' button to 'show unused' as it is clearer
* Bindings that are unused aren't disabled - they may in fact be explicitly
  enabled - but they are unused by the pipeline which is why they're hidden.
2019-05-17 16:32:55 +01:00
baldurk 06b91f3d57 Update quick start image of timeline bar & remove mention of pip colours 2019-05-17 16:32:55 +01:00
baldurk 8cae484132 Handle all cmake release build types properly 2019-05-17 16:32:55 +01:00
Amit Prakash f679592add Fix incorrect loop over counters
* This issue was causing additional entries to counter result data
leading to incorrect display in the perfcounter viewer.
2019-05-16 02:11:53 -07:00
baldurk 40268d344d Fix unit tests on linux 2019-05-15 16:35:03 +01:00
baldurk 102d2218b3 Use glXQueryDrawable instead of XGetGeometry to get size. Closes #1381
* XGetGeometry will only work on X IDs so we had a wrap/unwrap pass for
  GLXWindows, but that fails for pbuffers and there's no need when
  glXQueryDrawable can query sizes just as well.
2019-05-15 14:12:18 +01:00