baldurk
bbcf97efa2
Use nonCoherentAtomSize as an additional alignment for Vulkan buffers
...
* This isn't technically true but it makes the code much simpler to align
offsets and sizes to it, so that then map flushes and invalidates all happen
on multiples of the atom size.
2019-06-04 18:18:10 +01:00
baldurk
453c5ea9fc
Don't try to reset states for images with no memory bound
...
* Normally such images wouldn't be in the capture at all since there's no way to
reference them until after their memory is bound, but with "Ref all resources"
it's possible.
2019-06-04 18:18:10 +01:00
baldurk
bf4ea85470
Skip descriptorCount == 0 bindings when applying initial state
...
* This could cause memory corruption if the final binding(s) were so empty as we
write off the end of the array before eventually skipping.
2019-06-04 18:18:10 +01:00
baldurk
776b9d048f
Lock around mangement of D3D12 resource maps
2019-06-04 18:18:10 +01:00
baldurk
4738844122
Allow choosing activities for an android program. Closes #1387
2019-06-04 18:18:09 +01:00
ruslan_kutdusov
e8e3972953
Fix error in D3D11DebugManager::CopyArrayToTex2DMS
...
* There was an error in case of depth copy. Before the first draw only
registers t1-t9 are cleared, but shader also expects 2D Array SRVs on t11
2019-06-04 10:17:55 -07:00
ruslan_kutdusov
5291a9c19d
Fix error in D3D11DebugManager::CopyTex2DMSToArray
...
* There was an error in case of depth copy. Before the first draw only first
8 registers are cleared, but shader also expects 2D MS SRVs on t11-t15
2019-06-04 10:17:55 -07:00
baldurk
9c8018ba18
Fix linux build
2019-06-03 15:32:17 +01:00
baldurk
0842e50cb1
Don't transition to UNDEFINED if undoing implicit barriers. Closes #1394
2019-06-03 14:16:43 +01:00
baldurk
1fd75c50f8
Disallow implicit casts to/from SPIR-V Id
...
* This can lead to bugs, so instead we should be explicit about what is an ID
and what is a uint
2019-06-03 14:16:43 +01:00
baldurk
587d562fa3
Fix NaN and INF value comparisons in tests
2019-06-03 14:16:43 +01:00
baldurk
d4e7a0633c
Move SPIRVId/SPIRVIterator/SPIRVOperation to common header
...
* We also add an rdcspv namespace, which we'll be generating our own enums etc
to replace the spirv.hpp spv namespace.
2019-06-03 14:16:43 +01:00
baldurk
c3d5924f0d
Remove unnecessary includes in Intel GL counters project
2019-06-03 14:16:42 +01:00
baldurk
a27234c28c
Split apart some of the SPIR-V headers
...
* We don't want to have glslang specific bits mixed in with general SPIR-V bits.
This is also preparing for moving some SPIR-V structs into common code that
can be re-used in new reflection/disassembly as well as editing.
2019-06-03 14:16:42 +01:00
baldurk
312b448f72
Convert tabs to 4-spaces
2019-06-03 14:16:42 +01:00
Benson Joeris
7f955daa40
Add BitFlagIterator to iterate over bits
...
Change-Id: I201eaa36ab50b42e32aa06976d34c1c070b8a3c4
2019-05-31 07:26:43 -07:00
Benson Joeris
08f9a93574
Vulkan: Add ImageLayouts::imageType
...
The image type is required to correctly handle 3D images accessed through 2D
views
Change-Id: I18364584413d83c186535f1091226c00d2bbf018
2019-05-31 02:26:37 -07:00
Benson Joeris
bc9f84f61b
Vulkan: Add FormatImageAspects to get VkImageAspectFlags from VkFormat
...
Change-Id: I82c13d0e106dcd579096f0a4e0e5ffe50bae3092
2019-05-31 02:25:27 -07:00
baldurk
2e578ee418
Emulate EXT_direct_state_access functions when emulating other exts
...
* Also add explicit prints for each extension we emulate
2019-05-29 17:37:53 +01:00
baldurk
d86d270f3e
Fix float value comparisons, only consider values equal if both are NaN
2019-05-29 10:49:59 +01:00
baldurk
cf4ddc3434
Clean up vulkan creation info when destroying objects
...
* Otherwise internal resources like pipelines for mesh-output fetch can lurk
around in the creation info structures and cause problems when e.g. editing
shaders.
2019-05-27 17:44:52 +01:00
baldurk
395fb3ed50
Use KHR_driver_properties and versions to better match physical devices
2019-05-27 17:34:32 +01:00
baldurk
2ff6adb659
Add tests of D3D11 and D3D12's mutable typed backbuffer formats
2019-05-27 14:12:07 +01:00
baldurk
4b1f527eaa
Clean up D3D11 shader debugging test for easier processing, auto-test it
2019-05-27 13:58:08 +01:00
baldurk
5f6be4c10b
Fix old main() test signatures
2019-05-27 13:30:03 +01:00
baldurk
ffe2ec7aba
Workaround Intel driver not reflecting array if [0] isn't accessed
2019-05-27 13:23:41 +01:00
baldurk
877802bef2
Check descriptor indexing test doesn't overflow physical device limits
2019-05-27 13:23:29 +01:00
baldurk
789abdf130
Remove no-longer used shadow pointer members
2019-05-27 12:48:55 +01:00
baldurk
72ddba1a58
Check second draw with vertex offset in primitive restart test
2019-05-27 12:01:40 +01:00
baldurk
1fbcade162
Add test of GL's per-type texture unit bindings
2019-05-27 11:49:06 +01:00
baldurk
7ab3d943b0
Add helper function to look up ResourceDescription for a ResourceId
2019-05-27 11:48:06 +01:00
baldurk
fe406b8ce9
Fix capture times not being timezone-adjusted. Closes #1393
2019-05-27 10:56:08 +01:00
baldurk
605f77217d
Don't automatically open a single capture if a dialog is open
...
* Prevents a crash if the LiveCapture window is closed while it owns a popup
dialog for e.g. saving or deleting a capture.
2019-05-27 10:21:30 +01:00
baldurk
57084fd911
Check final memory usage, not peak memory usage, in Repeat_Load test
...
* We are really looking for persistent memory leaks here not fluctuations in
memory use. There are too many false positives from memory usage increasing up
high part-way through the iterations and then reducing down for the final
iteration, which could be many lazy or deferred things running and completing
over time.
2019-05-27 10:09:32 +01:00
baldurk
38d3145964
Be more generous with glslc timeout
2019-05-25 16:57:38 +01:00
baldurk
e353d23364
Don't require /tmp/rdoc_tmp to exist
2019-05-25 16:36:18 +01:00
baldurk
dc7ef30a60
Fix tests compiling with threads on linux
2019-05-25 15:01:48 +01:00
baldurk
db81116fae
Image clears should still dirty on vulkan
...
* Even though a clear feels like it shouldn't dirty the image, it still means a
write to the image which we need to be sure to save as initial contents.
2019-05-24 20:03:53 +01:00
baldurk
e9dda84b9f
Add test that draws many windows in parallel
2019-05-24 20:03:20 +01:00
baldurk
3c4dbaca30
Factor out window-specific and related resources separately in tests
...
* This will let us run multiple windows (and multiple threads) relatively
easily.
* The hammer is fairly big, we move some things into the window that don't need
to be there necessarily if we have multiple windows on a single thread, but it
keeps things simple.
2019-05-24 19:57:13 +01:00
baldurk
42f074187c
Fix some validation issues with tests
2019-05-24 19:17:11 +01:00
baldurk
bdf7213613
Add tests for edge-case vertex attributes & interpolators
...
* Tests that we can pass integer, double, matrix, array values through the
vertex pipeline and query the correct values at each stage.
2019-05-24 17:12:55 +01:00
baldurk
6e2e2abb22
Fix check for strip restart, only apply if an index buffer is active
2019-05-24 17:12:55 +01:00
baldurk
3999dd0091
Fix incorrect resource type on D3D12 initial contents objects
2019-05-24 17:12:55 +01:00
baldurk
4451c9d67f
Fix semantic comparisons in PipeState::GetVertexInputs()
2019-05-24 17:12:55 +01:00
baldurk
b6104da0af
Remove GL shader/program object labels, add support for geometry shaders
2019-05-24 17:12:55 +01:00
baldurk
8ad78afda8
Account for allocating fixed samplers in debug descriptor pool
2019-05-24 17:12:55 +01:00
baldurk
0e7d1cd62a
Fix handling of doubles in GL transform feedback
2019-05-24 17:12:55 +01:00
baldurk
5368709111
Fix handling of matrix outputs in Vulkan GS/Tess mesh output
2019-05-24 17:12:54 +01:00
baldurk
547f767599
Check feature in Prepare()
2019-05-24 17:12:54 +01:00