Commit Graph

11812 Commits

Author SHA1 Message Date
baldurk b6462b19a9 When flow layout hasn't been visible, be conservative with its size
* Because the flow layout adjusts to its available size, we instead set it to
  minimum size until it's first laid out. Otherwise it can get unreasonably
  sized.
2021-01-11 13:58:20 +00:00
baldurk 441be22410 Override QTreeView::moveCursor to fix scrollbar behaviour. Closes #2144
* This prevents SH_ItemView_ArrowKeysNavigateIntoChildren from causing left-move
  from an expanded node to jump immediately to its parent instead of collapsing
  it when the scrollbar is not leftmost
2021-01-11 11:45:18 +00:00
baldurk b487aa85af Flush pending dead on D3D11 before checking for wrappers. Closes #2145
* Otherwise we could AddRef() a dead object and then it gets released again for
  a double delete.
2021-01-11 11:08:13 +00:00
baldurk c63d222c69 Update linux build to compile against Qt 5.15.2 2021-01-08 15:39:02 +00:00
baldurk b0f07dfee4 Fix some style issues with new Qt versions 2021-01-08 15:39:02 +00:00
Dylan Barrie 5eec88fdc7 Fix extra read-only resources displayed in D3D12 Texture Viewer 2021-01-07 21:21:34 +00:00
TheGreatMcPain bb45e67e30 Fix compile errors when the '-mf16c' CFLAG is enabled.
Fixes an issue where 'half.hpp' skips the 'immintrin.h' include
statement if '-mf16c' is used.
(which can happen when using '-march=native')
2021-01-07 00:14:14 +00:00
baldurk e970ee0e33 Fix issue with clamped length with byte offset in buffer viewer 2021-01-06 16:58:43 +00:00
baldurk 4f7abcd488 Remove unneeded window attribute in custom paint widget
* This was having some unpleasant knock-on effects in Qt that caused other
  controls in the panels to fail to render properly.
2021-01-06 16:58:43 +00:00
baldurk cc36581592 Restore initial state for resources created mid-frame on D3D12 2021-01-06 16:58:43 +00:00
baldurk 0e60918e4d Combine/ignore the same usage from the same event
* This can happen if the same resource is used in a barrier more than once (e.g.
  multiple subresources)
2021-01-06 16:58:43 +00:00
baldurk d11c92d440 Fix crash with imageless framebuffers 2021-01-06 16:58:43 +00:00
Steve Karolewics 6756189324 Prevent GPU hang in postvs incremental draws with many instances 2021-01-06 14:25:13 +00:00
baldurk ecb1ba7804 Add config option to hide command buffer boundary markers 2021-01-05 18:26:28 +00:00
baldurk 3e4cac4985 Respect dedicated memory allocations during capture, use those buffers
* In addition for memory allocations for images we prevent the memory from
  getting write references propagated to it, as this can cause initial states to
  be generated in captures after the first when we convert write references into
  dirty states.
2021-01-05 18:26:27 +00:00
baldurk f5f9e78dde Completely remove idle background tracking of descriptors on vulkan
* In principle descriptors should be updated less often than they are
  referenced, so we used to cache tracking of them at update time to improve the
  speed that references can be processed at submit time during capture.
* Some applications though update a *lot* of descriptors *very* often,
  effectively writing all their descriptors for a frame every frame. That means
  that this background tracking is wasteful and has a big performance impact, so
  instead it's a better balance to do more work at submit time during capture.
2021-01-05 18:26:27 +00:00
baldurk b01c84f051 Implement proper handling for unbound views in shader debugging
* We force FetchUAV/FetchSRV to always return something, and it can be empty if
  the resource is unbound meaning we get proper OOB behaviour for it. The D3D12
  implementation still prints an error message for registers that don't
  correspond to the root signature at all, but for D3D11 we silently allow it.
2021-01-05 18:26:27 +00:00
baldurk 5e92bff7ee When build is invoked with ninja, build parallel over number of CPUs
* If we invoke 'make' on its own under a ninja build, it won't be parallel by
  default which makes the build a lot slower than it has to be.
2021-01-05 18:26:27 +00:00
baldurk 8697aec4f4 Reactivate AMD buffer_device_address workaround 2021-01-05 18:26:27 +00:00
baldurk b98c1f956e When fetching bindless feedback patch pipeline to reference load RP 2021-01-05 18:26:27 +00:00
baldurk a89e6e9722 Don't set 0 patch vertices
* This likely comes from capturing without tessellation and retrieving 0, and
  replaying with tessellation. For this case we don't need to set the number of
  vertices at all.
2021-01-05 18:26:27 +00:00
baldurk 2fb48704ee Handle unsized depth-stencil formats in GL overlay properly 2021-01-05 18:26:27 +00:00
Kanglai Qian 47c7b38f93 supporting full glCopyImageSubData 2021-01-05 16:40:12 +00:00
Aliya Pazylbekova c1ecd9d375 Some GGP modifications
qrenderdoc/Code/CaptureContext.cpp
- Adds GGP windowing system

renderdoc/driver/ihv/amd/amd_counters.cpp
- Enables AMD counters

renderdoc/driver/vulkan/vk_serialise.cpp
- Handling VK_STRUCTURE_TYPE_PRESENT_FRAME_TOKEN_GGP in pNext
for vkQueuePresentKHR

renderdoc/os/posix/ggp/ggp_callstack.cpp
- Check that the file was opened
2020-12-25 10:32:22 +00:00
Omar El Sheikh d9915388c7 Add check for Android Version
We need to check the android version running on the device to know
whether or not we need to make the adb install command use the
--force-queryable flag

Devices running Android R/11/SDK 30 are ones which support this flag
2020-12-22 19:57:59 +00:00
Omar El Sheikh 050e9e1bba Update ADB Command to Install RenderDoc on Android
Added the --force-queryable flag to the adb install command for
renderdoc Android on devices running Android R/11/SDK 30

A feature being introduced in Android R requires all explicit
interactions between
apps to be declared ahead of time (either via manifest or during adb
install)

The --force-queryable flag during adb install does this, and is what
allows for the
shared objects from renderdoc (in this case the layers) to be
discoverable by
other apps targeting SDK 30+
2020-12-22 19:57:59 +00:00
baldurk 7aee537700 If multiple entry points are present in module, strip all unused
* When there's only one entry point it can be useful to see available but unused
  bindings or I/O parameters. When multiple entry points are present we cannot
  do that because we will see bindings or I/O for other entry points.
2020-12-19 12:49:39 +00:00
baldurk 610dda70db Use entry point interface ID list if available over building our own 2020-12-19 12:47:52 +00:00
baldurk 56c7c47a73 Don't emit drawcall errors for degenerate drawcalls. Closes #2124 2020-12-18 19:43:18 +00:00
baldurk a3c33c2e3f Patch variable pointer types when we remove the underlying pointer type 2020-12-18 15:44:05 +00:00
baldurk 6830321f04 D3D11 scissors are enabled globally, not per-scissor
* Even if a scissor isn't set/is empty, if the scissor state is enabled it
  should still be classed as enabled but empty.
2020-12-18 14:39:11 +00:00
baldurk 0e5f173b04 Hide independent blend toggle in common pipe state 2020-12-18 14:36:23 +00:00
baldurk fd1b051d2c Add helper for selecting sample mask, which varies in location by API 2020-12-18 14:05:54 +00:00
baldurk 674d11fdda Use RichResourceText system to linkify EID links with format @123 2020-12-18 13:42:04 +00:00
baldurk eabc6990b0 Don't try to always read 4 components of data from output. Closes #2119 2020-12-17 22:23:34 +00:00
baldurk 51d5250fd4 Reuse root elements array in D3D12 pipeline state
* This means if there's a large view array, selecting between draws with the
  same root signature doesn't free & reallocate the array, it can re-use the
  existing memory.
2020-12-17 15:23:45 +00:00
baldurk 7c35bdb174 Omit large ranges of empty resources in arrays in D3D12 pipeline state 2020-12-17 15:20:50 +00:00
baldurk f3b66b0112 Only refresh texture list if resource renames changed
* Otherwise the texture list doesn't change when selecting events.
2020-12-17 15:20:32 +00:00
baldurk 47571c6b92 CPU writes should be treated as writes in the timeline bar 2020-12-17 12:22:00 +00:00
baldurk e7e2b73170 Search extracted namespace for class, not all headers 2020-12-16 20:39:58 +00:00
baldurk 71f10084df Fix SPIR-V editor unit test for new section types 2020-12-16 18:06:23 +00:00
baldurk 0e054d864c Don't use capture writer after it is destroyed. Closes #2121 2020-12-16 17:24:53 +00:00
baldurk 402d43f915 Handle OpModuleProcessed being in a separate section properly 2020-12-16 17:24:39 +00:00
baldurk 523af0f2b4 Ensure replay controller only gets deleted via Shutdown() 2020-12-16 14:42:20 +00:00
baldurk 539ea53b3c Fix python reference in docstring 2020-12-16 00:27:41 +00:00
baldurk 2a6774db34 Remove incorrect sRGB conversion of clear overlay background color 2020-12-15 22:52:38 +00:00
baldurk 6ea3f99676 Don't enable scissor in D3D11 overlay if it wasn't enabled prior 2020-12-15 22:52:38 +00:00
baldurk 3aaccc4fda Use rdcfixedarray in parameters for functions instead of C arrays
* This maps better to tuples in python
2020-12-15 22:52:38 +00:00
baldurk 2b0f9c2eba Use richtext representation for ResourceId when converting to string 2020-12-15 22:52:38 +00:00
baldurk d727feb806 Improve handling of multiline richresourcetext documents 2020-12-15 22:52:38 +00:00