baldurk
ae2f8db399
Add option to hard-break on validation errors in tests
...
* On D3D we also start checking for leaking objects on shutdown (Vulkan this is
done by default, GL we have no control over validation).
2026-11-10 12:02:45 +00:00
Jake Turner
5ebc85a6bd
Add Action and Callbacks to vkCmdBuildAccelerationStructuresIndirectKHR
2026-11-10 10:43:37 +00:00
Jake Turner
e0399b6ef9
Remove any semaphores when replaying vkQueueSubmit2
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- this matches the behaviour of vkQueueSubmit
- if any submit has wait semaphores then a device wait idle will already have happened
2026-11-10 10:37:18 +00:00
Jake Turner
3211e1e0aa
Added Vulkan helper GetLoadingEventNode()
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- Asserts in loading state
- Added assert in loading state to GetLastEventNode()
2026-11-10 10:31:49 +00:00
Jake Turner
ce216bd6a7
Added Vulkan helper AddEventResourceUsage()
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- Adds the usage directly to m_LoadingEventNode
2026-11-10 10:20:06 +00:00
Jake Turner
0c319e9e41
Added helper function VulkanEventNode::AddResourceUsage
2026-11-09 08:18:53 +00:00
Jake Turner
7c7e913697
Fix VS2026 Release build linker error about missing symbol memset
2026-11-09 07:39:19 +00:00
Shahbaz Youssefi
2835a735cd
Fix color mask display when color write enable is static
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When the color write enable state (from VK_EXT_color_write_enable) is
not dynamic (i.e the extension is not used),
VulkanRenderState::colorWriteEnable was initialized from pipeline's
color mask info. However, this information should be ignored if color
write mask is dynamic (with shader object / EDS3).
Instead, if color write enable state is not dynamic, it can be
implicitly considered to be true if VkPipelineColorWriteCreateInfoEXT is
not provided, or otherwise it's taken from that.
This change fixes the UI (and HTML export) where the color mask was
output as `____` in such situations regardless of what mask was
dynamically set.
2026-11-07 20:41:56 +09:00
baldurk
34fbfb4352
Add D3D11/Vk demos that do rasterization with no outputs
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* They write directly to a buffer
2026-11-04 12:25:03 +00:00
baldurk
fd09bb3f4c
Add a dialog for directly-launching pixel shader debug. Closes #3422
2026-11-04 12:25:03 +00:00
Jake Turner
282b28b3a3
Reset parent command buffer RenderState after executing a secondary
2026-11-03 12:58:23 +00:00
Jake Turner
bf6fe56c5b
VK_Resource_Usage improvements
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- add secondary commands buffers to Submit() calls so they get put back into the command buffer pool
- fix validation error about renderEndSemaphore
- fix sync validation errors
- add more names to objects
- fix some incorrect names
- move the pipeline bind to after marker "DrawIndirect: Single"
- add marker to start and end of EIDS which should be tracked for resource usage
- add a per frame update descriptorset
- bind compute descriptor sets before binding compute pipelines
- Remove hard coded EIDs from VK_Resource_Usage python
2026-11-03 10:52:15 +00:00
Jake Turner
e55f7a5497
DXBC Debugger: perform addition in OPCODE_UADDC
2026-11-03 07:58:14 +00:00
baldurk
b23be092cf
Fix compilation on older Qt versions
2026-11-02 17:31:20 +00:00
baldurk
f039dcdefc
Add a filtering system for the constant buffer viewer. Closes #3889
2026-11-02 16:36:36 +00:00
baldurk
aa42dd6e45
Fix vulkan capture open progress bar being stalled for much of the read
2026-11-02 14:45:04 +00:00
baldurk
3067fc8259
Improve visual spacing on event browser toolbars
2026-11-02 14:15:07 +00:00
baldurk
5c76c20d92
Don't clamp mesh vertex count by unused vertex buffers
2026-11-02 13:32:51 +00:00
baldurk
0a2278d5ea
Ensure interface names better match between debugging and reflection
2026-11-02 12:29:06 +00:00
baldurk
1d83c25876
Bump version to v1.48
2026-10-31 15:50:50 +00:00
Jake Turner
b0e1370309
Fixup EventBrowser support for handling filtering in StepNext/Prev
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- Use the CurAction() if the selected/effective EID are not valid
v1.47
2026-10-30 12:03:43 +00:00
Jake Turner
a679886609
Update the Prev/Next buttons state on capture load
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- added helper updateStepNextPrevButtonState() to unify setting the state
2026-10-30 11:38:57 +00:00
baldurk
b0c749c86c
Use correct context for shader debugging programs
2026-10-29 17:33:21 +00:00
baldurk
8e0a313621
Fix potential crash if an empty set of states is debugged
2026-10-29 17:33:21 +00:00
baldurk
29822109bd
Set GL marker regions on consistent context
2026-10-29 17:33:21 +00:00
baldurk
d059e150b6
Bind shader debug program for uniform setting
2026-10-29 17:33:21 +00:00
baldurk
2c39ab7138
Don't fetch sampler properties for texture buffer bindings
2026-10-29 17:33:21 +00:00
baldurk
10f9c2b471
Properly push and pop copy read buffer binding
2026-10-29 17:33:21 +00:00
baldurk
682a9b2c13
Use other name for debug sampling UBO
2026-10-29 17:33:20 +00:00
baldurk
31479b886a
Ensure GL_Shader_Debug_Zoo is compiled into tests
2026-10-29 17:33:20 +00:00
baldurk
b1620e0ae5
Use matching name for GL input/output variables
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* GL doesn't use location matching due to it not being supported always.
2026-10-29 17:33:20 +00:00
baldurk
d4f5a7e3ac
Use correct GLSL version to compile debug sampling shader
2026-10-29 17:33:20 +00:00
baldurk
363cc7c29e
For sanity only restore hooking env vars if we have something to restore
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* If things went drastically wrong, better to leave these alone than set to
empty.
2026-10-29 17:33:20 +00:00
Jake Turner
16a859d4f7
Fix GLES texdisplay fragment shader compile errors
2026-10-28 06:17:14 +00:00
baldurk
930452532b
Remove redundant OnEventChanged calls in buffer viewer
2026-10-27 14:32:14 +00:00
baldurk
d014cc6a7c
Don't double-delete buffer if aborting buffer fetch while UI is closed
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* buf was just pushed into the config which takes care of self-deleting when it
is deref'd.
2026-10-27 14:12:27 +00:00
baldurk
205bfd5e4f
Check fully dynamic attachment setup doesn't break
2026-10-27 12:26:20 +00:00
baldurk
41a17ba6f7
Don't set shader path tag when not available
2026-10-27 12:22:57 +00:00
baldurk
7abab64151
Add a global value to GL_Shader_Debug_Zoo
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* This produces unique debug info for 'executable' code
2026-10-27 11:51:39 +00:00
baldurk
6cdf7304c8
Mark RGP unsupported on both sides of proxy
2026-10-27 11:47:40 +00:00
baldurk
2395565271
Don't remote support for RGP captures over remote proxy
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* This doesn't work as we don't send the trigger call etc over the proxy.
2026-10-27 11:31:44 +00:00
baldurk
27fc73a74c
Fix access invoke callbacks relying on replay thread
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* Some CaptureAccess uses like enumerating GPUs happen before the replay thread
is running, in this case we can safely run on the UI thread as we know there
will be nothing to conflict with.
2026-10-26 17:44:59 +00:00
baldurk
437fe7e992
Add access invoke which deliberately goes onto the replay thread
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* We previously decided we'd normally access this only on the UI thread when
local, and only on the replay thread when remote (by neccessity), but some
actions like resolving symbols can be quite slow so we want to make sure these
are actually async and so we leave them on the replay thread so we can display
a proper UI spinner and leave the UI thread active.
2026-10-26 17:35:03 +00:00
baldurk
660a4f0f93
Improve display of callstacks while loading from remote
2026-10-26 17:21:59 +00:00
baldurk
e8d39bb902
Add VK_Device_Address_Commands tests to CMakeLists.txt
2026-10-26 17:20:36 +00:00
baldurk
aac221a83b
Fix leak in BufferViewer
2026-10-26 13:14:10 +00:00
baldurk
0ae1472da8
Fix glslang global lock to not alloc each time!
2026-10-26 13:14:10 +00:00
baldurk
5867c46f99
Add lock around accessing shutdown functions
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* These can be registered on threads so may technically race.
2026-10-26 13:14:10 +00:00
baldurk
824c86a244
Leak iconv lock to preserve better shutdown order
2026-10-26 13:14:10 +00:00
baldurk
36a95ccb0c
Use m_DeferredInit to guard waiting in python calls that need reflector
2026-10-26 13:14:10 +00:00