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
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* 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
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- 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
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- 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
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* 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
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* 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