Commit Graph

10416 Commits

Author SHA1 Message Date
baldurk ad4f736b12 Use edited shader and fetch produced output hit data 2020-03-31 18:45:37 +01:00
baldurk 1d0f87cca0 Check for desired pixel and that slot is in bounds 2020-03-31 18:45:37 +01:00
baldurk 1931bd6311 Declare output struct, allocate slot, fill in fixed parameters 2020-03-31 18:45:37 +01:00
baldurk 11a4a8f3d1 Use StorageBuffer storage class when editing 1.3+ SPIR-V modules 2020-03-31 18:45:37 +01:00
baldurk 24ff94ea3c Move SPIR-V editing into separate function 2020-03-31 18:45:37 +01:00
baldurk a64611f7fc Declare or fetch builtin inputs as needed 2020-03-31 18:45:37 +01:00
baldurk 16c01a6db2 Remove OpName for removed types in postvs SPIR-V patching 2020-03-31 18:45:37 +01:00
baldurk c1f91bcd51 Add skeleton of generating PS-input gathering shader in SPIR-V 2020-03-31 18:45:36 +01:00
baldurk 9516e8df09 Don't disassemble void function calls with return value in SPIR-V 2020-03-31 18:45:36 +01:00
baldurk 414d8df8f5 Fix debugging function calls without return values 2020-03-31 18:45:36 +01:00
baldurk fbe2d1fbee Change ReadAll/WriteAll to take rdcstr instead of char* filename 2020-03-31 18:45:36 +01:00
Aliya Pazylbekova bfeb66d4ce Pixel history changes
- Add config to enable pixel history
- Fix several validation errors
- Fix primitive ID reporting when depth test is OFF
- Patch primitive ID and fixed color shader to output to the correct
framebuffer location when there are multiple color attachments
2020-03-31 18:44:55 +01:00
Aliya Pazylbekova bebc78b106 Fill in return code for LaunchProcess on linux 2020-03-31 18:44:42 +01:00
baldurk 52310f174f Fix clang-format issue missed in PR 2020-03-30 22:38:30 +01:00
baldurk 27f2a4b7f9 Don't modify states/variables list on replay thread
* Otherwise this can race with the UI thread if it's executing a shortcut.
2020-03-30 21:47:39 +01:00
baldurk cfe5f8e975 Clamp out-of-bounds descriptor access when getting bindless feedback 2020-03-30 21:47:39 +01:00
baldurk 3ec60fcde1 Don't crash on config settings with no key
* This can happen if the config setting is unrecognised but loaded from the
  config file anyway.
2020-03-30 21:47:39 +01:00
baldurk 11801a0e32 Don't crash in D3D12 overlays if no viewport is set 2020-03-30 21:47:39 +01:00
baldurk 606ab1ad32 Add in forced flush after texture prepare on GL. Closes #1799
* On some GPUs (ARM Mali in particular it seems) when postponed resources are
  prepared then immediately serialised the readback doesn't get the correct
  data.
2020-03-30 21:47:38 +01:00
baldurk 3bdccf37e6 Fix crash with eglGetDisplay(EGL_DEFAULT_DISPLAY) on linux
* We'll try to get a default display when xlib is available, otherwise there's
  nothing we can do and keyboard input will not be available.
2020-03-30 21:47:38 +01:00
baldurk 81c46c9b1e When creating extremely large query pools, fill with data in batches 2020-03-30 21:47:38 +01:00
baldurk 4d2aa3321b Manually apply framebuffer clears when selecting vkCmdBeginRenderPass 2020-03-30 21:47:38 +01:00
baldurk bcc6027a1a Fix renderdoc filters file 2020-03-30 21:47:24 +01:00
baldurk ddea71cd94 Hide any debug messages found while fetching render state. Closes #1802 2020-03-30 21:47:24 +01:00
baldurk e6a9632d81 Do not allow non-absolute paths when saving textures. Closes #1795 2020-03-30 21:47:24 +01:00
Tabea Haeseler 4f72e09b62 Removed conversion from srgb to linear. 2020-03-30 21:47:10 +01:00
Arvastra 101bc02c47 Thumbnail support for BC6 and BC7 2020-03-30 21:47:10 +01:00
Calvin Hsu a59f922ef6 Disable tiled resources for d3d12 check feature
Renderdoc doesn't support TiledResource, as WrappedID3D12Device::CreateReservedResource returns E_NOINTERFACE. This commit reflects the lack of support in WrappedID3D12Device::CheckFeatureSupport.

This allows the application to behave as if the gpu doesn't support
tiled resources.
2020-03-30 21:47:00 +01:00
baldurk 55437ee0f9 Add license attribution for Compressonator 2020-03-23 11:05:24 +00:00
baldurk a9e1c46e46 Fix crash if some settings aren't available e.g. due to the platform 2020-03-23 11:00:01 +00:00
baldurk c52e1a46d1 Add missing vulkanlayer register parameter on linux 2020-03-23 10:51:24 +00:00
baldurk ab6bbfd5fd Don't have more than one query active at once 2020-03-20 19:39:43 +00:00
baldurk 9ea49d6b6e When emulating glTexImage on GLES, manually blit GL_RGB format textures
* Some devices don't support attaching GL_RGB textures to framebuffers.
2020-03-20 16:16:52 +00:00
baldurk 4c5b209e6f Test constant buffer offsetting in cbuffer zoo tests 2020-03-20 16:16:52 +00:00
baldurk 7ff8a95205 Don't end stream-out queries twice 2020-03-20 16:16:52 +00:00
baldurk 0e44c51450 Add stub of pixel shader debugging, without inputs 2020-03-20 16:16:52 +00:00
baldurk 48a24a31e4 Implement location assignment for struct members on I/O variables 2020-03-20 16:16:52 +00:00
baldurk 6c0aa42ff1 Propagate thread initial state to whole workgroup properly 2020-03-20 16:16:51 +00:00
baldurk 4a2d5ddbc6 Fix wrong stage specified in DebugThread 2020-03-20 16:16:51 +00:00
baldurk 8323eb75ee Don't enumerate GPUs while opening crash reporter 2020-03-20 16:16:51 +00:00
baldurk 04f90e055d Protect against empty traces in shader viewer 2020-03-20 16:16:51 +00:00
baldurk 839c510a75 Fix overflow when clamping length of buffer data fetch 2020-03-20 16:16:51 +00:00
Daniel Craig a7af387a36 Disable crash reporting for unofficial renderdoccmd builds
This follows the lead of crash_handler.h in renderdoc proper.
2020-03-20 16:16:37 +00:00
Aliya Pazylbekova 8d2ad78f05 Vk Pixel History: refactoring, per fragment depth
- Refactor to use common funcs
- Add per fragment depth data
- Rename pixelhistory.frag to pixelhistory_primid.frag
- Fix how some per fragment pipelines are created

For per fragment data we create 3 pipelines
1) Post modification pipeline
changes the stencil state and scissors around the target pixel
2) Shader output pipeline
in addition to above, disables rasterization discard, depth bounds test,
culling and turns off blending
3) Primitive ID pipe
in addition to above, disables depth test and depth write, and changes
the fragment shader to only output primitive ID
2020-03-20 16:16:12 +00:00
Aliya Pazylbekova 83623af8d8 Vk Pixel History: per fragment data
- For now only per fragment primitive ID, and colour values, not depth
information.
2020-03-20 16:16:12 +00:00
Daniel Craig 35a3c09b6e Apply clang format to inl files from clang_format_all.sh 2020-03-20 16:16:01 +00:00
Arvastra aa128281ab Fixed BC5 thumbnail and cleanup. 2020-03-20 16:15:50 +00:00
baldurk 187bd57501 Use 64-bit integer for chunk ID
* Using a 32-bit integer, signed, gives only 2 billion chunks before it wraps.
  With Vulkan/D3D12 creating new chunks even while in the background for
  recording commands this is feasible to hit.
2020-03-19 17:16:20 +00:00
baldurk b393effe4e Switch indirect count draw handling to not reserve max draws
* Instead of reserving maxDrawCount number of draws then deleting the ones we
  don't have, reserve only one and then duplicate it to patch up as needed. This
  makes things much better in the case where maxDrawCount is significantly
  higher than the actual draw count (when maxDrawCount is close to the real draw
  count, this makes little difference).
2020-03-19 17:16:20 +00:00
baldurk 6084f1c1f7 Improve fake structured data for indirect draws on vulkan 2020-03-19 17:16:20 +00:00