baldurk
bae429332d
Fix GetModifiedTimestamp to work with >2GB files on win32 (see 43946540)
2017-09-14 11:11:44 +01:00
Jimmy Lee
43946540f1
Fixed a problem with opening capture files larger than 2gb on windows
2017-09-14 03:09:08 -07:00
baldurk
139b122cc4
Fix assertion to allow 8 color attachments. Refs #743
2017-09-14 10:48:44 +01:00
baldurk
dbc445de49
Use GL_DEPTH_ATTACHMENT when attaching depth-only texture to FBO
2017-09-14 10:47:43 +01:00
baldurk
6a4cb2664f
Fix display of 3D textures not applying mip offset to slice
2017-09-13 14:50:02 +01:00
baldurk
4e092940fc
Fix formatting of string to not append an int interpreted as a QChar
2017-09-13 14:49:42 +01:00
baldurk
aabea30012
Add alpha2coverage to VK state view, move it & alpha2one to MSAA group
2017-09-13 14:24:48 +01:00
baldurk
7259f9a04a
Check samplers array for resources in descriptor sets too
2017-09-13 14:16:29 +01:00
baldurk
cb644313db
Don't select unused bindings over a valid bind in vk pipeline state
...
* If there's a variable which is unused and has no binding declared, it
will be sorted to the end of the list and given a binding of 0. We
don't want to let this override a valid binding for 0, so make sure we
prioritise any variable which is marked as used over one that is
unused.
2017-09-13 14:16:15 +01:00
baldurk
3a934cf66c
Use sudo to update pip packages
2017-09-13 12:30:38 +01:00
baldurk
ac62a124a5
Don't try and look up the descriptor for push constants in pipe export
2017-09-13 12:30:38 +01:00
baldurk
f4c3254435
Set command buffer info for all re-recorded commands, including partials
2017-09-13 12:30:38 +01:00
baldurk
d4149985ea
Set proper 3D texture resolution for histogram calculations
2017-09-13 12:30:37 +01:00
baldurk
ffb8a6b2e8
Only set graphics dynamic state on binding graphics pipeline. Refs #740
2017-09-13 12:30:37 +01:00
baldurk
329f06eb50
Immediately delete any open LiveCapture windows when closing
2017-09-13 12:30:37 +01:00
Alex Smith
aeb7a85895
Fix tracking of dynamic offsets when binding multiple descriptor sets
...
Before this, when binding multiple sets that use dynamic offsets, the
wrong offsets would be stored for all sets other than the first. This
caused the wrong offsets to be used when replaying individual draws.
2017-09-13 04:30:06 -07:00
baldurk
529dec8c65
Add a fallback if TF varyings cause program not to link
2017-09-11 20:23:56 +01:00
baldurk
a19cc17bdd
When applying TF varyings workaround, handle matrix variables with :row
...
* The vertex output signature is split into vectors only, so we need to
go back to the base matrix name.
2017-09-11 20:23:56 +01:00
baldurk
08aa7399cd
Don't perform occlusion/statistics queries that aren't needed
2017-09-11 20:23:56 +01:00
baldurk
d6ffd19178
Use correct IsDrawInRenderPass() for vkCmdDraw validity check
2017-09-11 20:23:56 +01:00
baldurk
3ef0c52e73
Add single-flush-validate code to queue submission
2017-09-11 20:23:56 +01:00
baldurk
eaec6b501e
Set command buffer info under recorded command buffer IDs
2017-09-11 20:23:56 +01:00
baldurk
80ec87fdd2
Pass -rdynamic to qrenderdoc link, ensures replay marker sym is exported
2017-09-11 20:23:56 +01:00
baldurk
268e122990
Convert to sized format before calling into real GL
...
* There's a weird issue on mesa where copying between a texture with
unsized format GL_RGBA and sized format GL_RGBA8 fails. The workaround
is to promote to sized format immediately, which changes the behaviour
slightly but as ever the unsized formats are explicitly ambiguous, so
we're within our rights (as part of the GL implementation so to speak)
to change it.
2017-09-11 20:23:56 +01:00
baldurk
5696cafe7a
VK_KHR_get_memory_requirements2 is a device, not instance, extension
2017-09-11 20:23:56 +01:00
baldurk
f8af44b569
Fetch dispatch thread dimension always even if we don't disassemble
...
* We need the dispatch thread dimension to be valid when creating the
shader reflection data, which may happen before we've disassembled the
bytecode.
* We do a minimal pass just to skip to that opcode and extract the dims.
2017-09-11 20:23:56 +01:00
baldurk
3b02ea0a3b
Turn off tracing after execution finishes
...
* This means the tracing isn't still lingering around when we shutdown
and the context is destroyed.
2017-09-11 20:23:55 +01:00
Matthäus G. Chajdas
25fc6550bb
Remove placeholder items.
2017-09-11 03:44:32 -07:00
Janos Pantos
fa94794b09
Fix remote replay issue caused by 9b4ee72. Refs #735
2017-09-11 03:44:07 -07:00
baldurk
501b1a846c
Don't do full-image transitions per subresource, just do it once
2017-09-07 10:41:23 +01:00
michaelrgb
bcd342aa79
Set TF mode for all initProg varyings, to stop driver culling uniforms.
2017-09-06 08:19:53 -07:00
baldurk
6ce8a8ec5f
Apply same fix to apple
2017-09-01 09:46:38 +01:00
baldurk
60a29a28ed
Android compile fix for missing definition of NULL
2017-08-31 19:53:00 +01:00
baldurk
82a0e055ba
Change how replay programs are identified, from filename to sym export
...
* Instead of checking on the filename, we look for a specially named
exported symbol somewhere in a module that's already loaded.
* This allows us to mark the python module as a replay program, so if
it's loaded into the python interpreter it will be able to use the
replay API.
2017-08-31 18:34:19 +01:00
baldurk
fbd1c40654
Add python typemap handling for rdctype::pair
2017-08-31 18:34:19 +01:00
baldurk
f51a41251e
Add GL format unit tests and fix a couple of issues found
2017-08-31 18:34:18 +01:00
baldurk
24eba47de9
Make unbound thumbnails render their own colour not a checkerboard
2017-08-31 18:34:17 +01:00
baldurk
b1031c8036
Remove samplers from ReadOnlyResources array, put them in their own list
2017-08-31 18:34:17 +01:00
baldurk
01b1260734
Make sure to refresh model if only children were added
2017-08-31 18:34:16 +01:00
baldurk
0faf0931c2
Ditch D3D11's anomalous identity bindpoint mapping for proper handling
2017-08-31 18:34:00 +01:00
baldurk
8994bc0fb8
Store resource type with initial contents data
2017-08-31 10:48:16 +01:00
baldurk
43d8cf7a57
If no indices are present, the max index is numVerts - 1 (0 indexed)
2017-08-31 10:16:12 +01:00
baldurk
4084f66af0
Stop writing debug text after reading stage
...
* The device was already doing this on its own serialiser, but if the
context flattened the log it would have its own, and would waste time
stringifying data
2017-08-31 10:15:44 +01:00
baldurk
5b74e32428
Move android into Replay folder in VS project
2017-08-30 18:33:35 +01:00
baldurk
cba760e3a2
Add unit tests for DXGI_FORMAT format processing
2017-08-30 18:32:21 +01:00
baldurk
04ec7508ff
Handle DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM as a distinct format
...
* Encoded as ResourceFormatType::R10G10B10A2 with CompType::Float
2017-08-30 18:32:21 +01:00
baldurk
4988837175
Switch unit tests to CHECK instead of REQUIRE where possible
2017-08-30 18:32:20 +01:00
baldurk
9315346d88
Don't print separable program warnings/errors if shader doesn't compile
2017-08-30 18:32:19 +01:00
baldurk
346419f7a6
Change compile flags from uint32_t to string key/value pairs
...
* For D3D this is overkill as we just stuff the uint32_t flags into a
string. However for SPIR-V this will let us store the parameters from
an OpModuleProcessed.
2017-08-30 11:56:42 +01:00
baldurk
a25de03043
Update for new SPIR-V enums
2017-08-30 10:56:35 +01:00