Steve Karolewics
ad2070c9c8
Add D3D12 pixel history implementation
...
It is disabled by default but can be enabled in the config editor
via D3D12/PixelHistory.
2023-12-12 08:47:30 +00:00
baldurk
15a6c03c43
Keep skipping amdvlk until AMD driver issue is fixed
2023-12-11 18:49:36 +00:00
baldurk
54df5d5ca7
Tweak rendering of slider controls in RDStyle
2023-12-11 11:56:27 +00:00
baldurk
f8bbe1ed4f
32-bit compile fixes for demos project
2023-12-11 11:00:12 +00:00
baldurk
454e2f9d8d
Bind a dummy SSBO for mesh vertex shader in triangle size overlay
2023-12-11 11:00:12 +00:00
baldurk
bc63167f02
Don't skip hooking amdvlk to workaround AMD driver issue
2023-12-11 11:00:12 +00:00
baldurk
651fd92ce2
Clear lists of resources after closing on D3D11
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* This means even if a resource leaks (which it shouldn't) we won't cause
problems on loading a subsequent capture.
2023-12-11 11:00:12 +00:00
Jake Turner
564e0d09a4
Wildcard remove existing python executables in /usr/local/bin
2023-12-11 07:11:12 +00:00
Steve Karolewics
f0917a9a0c
Avoid D3D12 DLL unloaded assert with API validation enabled
2023-12-10 22:32:32 +00:00
Dan Hawson
442b48bb77
Mesh exploder
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New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00
baldurk
da3e2366ac
Completely disable layer-enable detection on Android
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* Due to Android's broken custom loader this detection can't work.
2023-12-08 15:59:56 +00:00
baldurk
b2959e0b78
Allow explicit RenderDoc layer enable for internal android instance
2023-12-08 15:41:18 +00:00
baldurk
bf4dd094a8
Handle must-fail stencil state correctly in pixel history
2023-12-08 15:40:44 +00:00
baldurk
f3a3d0ac58
Update image states after frame references to handle postponed resources
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* We may fetch initial states for postponed resources when updating references,
so don't update image states until after as the fetch is performed *before*
the application's commands
2023-12-08 13:34:54 +00:00
baldurk
73945ee56e
Don't scramble command buffer order when replaying image barriers
2023-12-08 13:34:03 +00:00
baldurk
9ba1661599
Remove unused persistent header chunk
2023-12-08 12:35:24 +00:00
baldurk
4bccf2dac3
For indirect mesh shaders fetch up-to-date dispatch arguments
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* This doesn't work for whole-pass mesh fetch, but and will cause
inconsistencies between single draws due to non-determinism, but should avoid
crashes.
2023-12-07 12:18:43 +00:00
baldurk
fd84a06ee2
Update amdspv executable on linux
2023-12-07 12:18:43 +00:00
Jake Turner
1b4b9ebc52
Vulkan Mesh Shader serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
216fb0dc01
Offset and Size consistency display in BufferViewer UI
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Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
Jake Turner
10b0eb2b85
Offset and Size consistency display in PipelineState UI
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Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
Jake Turner
68fea6e9c2
Vulkan serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
6beb8b17ba
GL serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
45e32ba473
D3D12 serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
abbba7ecd5
D3D11 serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
e34de6b0ab
Sparse structs serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
6ce881d5da
UI and Config support for dec/hex display option for Offsets or Sizes
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Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered
2023-12-06 17:19:05 +00:00
baldurk
dc76459c65
32-bit compile fix
2023-12-05 18:00:52 +00:00
baldurk
bfc3b422fc
Use pipelines with depth/stencil writes to mask discards. Closes #3160
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* The aspect mask in framebuffer image views is actually sneakily ignored, so we
have to use pipelines to ignore one aspect out of several that we want to
avoid.
2023-12-05 17:15:31 +00:00
baldurk
5c41996a45
Use debug list for mesh shader replay for postms
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* This fixes a problem where when fetching mesh output for a whole pass the list
would be partially resubmitted and cause problems.
2023-12-05 17:15:31 +00:00
Steve Karolewics
6da0901c50
Add discarded fragment callback for D3D12 pixel history
2023-12-05 15:27:18 +00:00
Jake Turner
dd0c888d11
Extend Overlay tests to include shader exported depth scenario
2023-12-05 15:26:57 +00:00
Jake Turner
00c352748c
D3D12 overlay depth copy pipeline initialization tweak
2023-12-05 15:26:57 +00:00
baldurk
92e0fab686
Clarify that buffer viewer displays a single subresource. Closes #3149
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* Since the physical layout of subresources is not generally defined, the buffer
viewer only displays one subresource at a time.
2023-12-05 12:37:09 +00:00
baldurk
118aa4b61d
Hide widgets not used for raw buffer viewer
2023-12-05 12:35:30 +00:00
baldurk
77d06d61d4
Use proper component type for storing results of samples. Closes #3152
2023-12-05 11:43:08 +00:00
baldurk
b71084d946
Fail with error msg if RenderDoc layer is explicitly loaded in instance
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* This is not supported and users who are confused about how RenderDoc works or
how layers function may try to enable it and get into problems with
themselves.
2023-12-05 11:21:17 +00:00
baldurk
8cd1bf9eb1
Direct users to non-permanent way of enabling API validation for info
2023-12-05 11:00:59 +00:00
baldurk
6aa0263ace
Don't crash if no mesh shader reflection is avialable on a mesh draw
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* This is possible after a device lost event.
2023-12-04 19:11:47 +00:00
baldurk
9fe2ec5c2d
Fix calculation of slices on 3D textures when viewing up/down mips
2023-12-04 19:11:27 +00:00
baldurk
9057f0d2a2
Bump version to v1.31
2023-12-04 17:19:46 +00:00
baldurk
5f95fb95a2
Fix crash patching DXIL per-primitive mesh outputs
v1.30
2023-12-04 11:57:15 +00:00
Jake Turner
3eccdc736e
D3D12 Depth overlay fix for unset stencil mask
2023-12-04 10:50:01 +00:00
Jake Turner
693fa9e8ea
GL Depth Overlay fallback to non-stencil mask
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Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
04050e36f5
D3D12 Depth Overlay fallback to non-stencil mask
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Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
0ef2210ab7
Vulkan Depth Overlay fallback to non-stencil mask
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Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
a6529bd1bb
Vulkan Depth Overlay specify stencil dynamic state
2023-12-03 21:00:34 +00:00
Jake Turner
defe79d82c
D3D11 Depth Overlay improvements
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Handle depth copying with a texture array source
Clear stencil to zero during the depth copy to match the other implementations
Specify the bind flags when creating the new depth-stencil texture
2023-12-03 21:00:34 +00:00
baldurk
d52f97c225
Make sure buffer viewer panels can't be closed
2023-12-01 13:00:08 +00:00
baldurk
32e1f62199
Give overlay test reasonable epsilons to account for shift
2023-12-01 11:59:14 +00:00