baldurk
bf4dd094a8
Handle must-fail stencil state correctly in pixel history
2023-12-08 15:40:44 +00:00
baldurk
f3a3d0ac58
Update image states after frame references to handle postponed resources
...
* We may fetch initial states for postponed resources when updating references,
so don't update image states until after as the fetch is performed *before*
the application's commands
2023-12-08 13:34:54 +00:00
baldurk
73945ee56e
Don't scramble command buffer order when replaying image barriers
2023-12-08 13:34:03 +00:00
baldurk
9ba1661599
Remove unused persistent header chunk
2023-12-08 12:35:24 +00:00
baldurk
4bccf2dac3
For indirect mesh shaders fetch up-to-date dispatch arguments
...
* This doesn't work for whole-pass mesh fetch, but and will cause
inconsistencies between single draws due to non-determinism, but should avoid
crashes.
2023-12-07 12:18:43 +00:00
baldurk
fd84a06ee2
Update amdspv executable on linux
2023-12-07 12:18:43 +00:00
Jake Turner
1b4b9ebc52
Vulkan Mesh Shader serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
216fb0dc01
Offset and Size consistency display in BufferViewer UI
...
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
Jake Turner
10b0eb2b85
Offset and Size consistency display in PipelineState UI
...
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
Jake Turner
68fea6e9c2
Vulkan serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
6beb8b17ba
GL serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
45e32ba473
D3D12 serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
abbba7ecd5
D3D11 serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
e34de6b0ab
Sparse structs serialisation markup for Offset, Size type fields
2023-12-06 17:19:05 +00:00
Jake Turner
6ce881d5da
UI and Config support for dec/hex display option for Offsets or Sizes
...
Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered
2023-12-06 17:19:05 +00:00
baldurk
dc76459c65
32-bit compile fix
2023-12-05 18:00:52 +00:00
baldurk
bfc3b422fc
Use pipelines with depth/stencil writes to mask discards. Closes #3160
...
* The aspect mask in framebuffer image views is actually sneakily ignored, so we
have to use pipelines to ignore one aspect out of several that we want to
avoid.
2023-12-05 17:15:31 +00:00
baldurk
5c41996a45
Use debug list for mesh shader replay for postms
...
* This fixes a problem where when fetching mesh output for a whole pass the list
would be partially resubmitted and cause problems.
2023-12-05 17:15:31 +00:00
Steve Karolewics
6da0901c50
Add discarded fragment callback for D3D12 pixel history
2023-12-05 15:27:18 +00:00
Jake Turner
dd0c888d11
Extend Overlay tests to include shader exported depth scenario
2023-12-05 15:26:57 +00:00
Jake Turner
00c352748c
D3D12 overlay depth copy pipeline initialization tweak
2023-12-05 15:26:57 +00:00
baldurk
92e0fab686
Clarify that buffer viewer displays a single subresource. Closes #3149
...
* Since the physical layout of subresources is not generally defined, the buffer
viewer only displays one subresource at a time.
2023-12-05 12:37:09 +00:00
baldurk
118aa4b61d
Hide widgets not used for raw buffer viewer
2023-12-05 12:35:30 +00:00
baldurk
77d06d61d4
Use proper component type for storing results of samples. Closes #3152
2023-12-05 11:43:08 +00:00
baldurk
b71084d946
Fail with error msg if RenderDoc layer is explicitly loaded in instance
...
* This is not supported and users who are confused about how RenderDoc works or
how layers function may try to enable it and get into problems with
themselves.
2023-12-05 11:21:17 +00:00
baldurk
8cd1bf9eb1
Direct users to non-permanent way of enabling API validation for info
2023-12-05 11:00:59 +00:00
baldurk
6aa0263ace
Don't crash if no mesh shader reflection is avialable on a mesh draw
...
* This is possible after a device lost event.
2023-12-04 19:11:47 +00:00
baldurk
9fe2ec5c2d
Fix calculation of slices on 3D textures when viewing up/down mips
2023-12-04 19:11:27 +00:00
baldurk
9057f0d2a2
Bump version to v1.31
2023-12-04 17:19:46 +00:00
baldurk
5f95fb95a2
Fix crash patching DXIL per-primitive mesh outputs
v1.30
2023-12-04 11:57:15 +00:00
Jake Turner
3eccdc736e
D3D12 Depth overlay fix for unset stencil mask
2023-12-04 10:50:01 +00:00
Jake Turner
693fa9e8ea
GL Depth Overlay fallback to non-stencil mask
...
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
04050e36f5
D3D12 Depth Overlay fallback to non-stencil mask
...
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
0ef2210ab7
Vulkan Depth Overlay fallback to non-stencil mask
...
Fallback if the depth copy does not handle the depth texture configuration
2023-12-03 21:00:34 +00:00
Jake Turner
a6529bd1bb
Vulkan Depth Overlay specify stencil dynamic state
2023-12-03 21:00:34 +00:00
Jake Turner
defe79d82c
D3D11 Depth Overlay improvements
...
Handle depth copying with a texture array source
Clear stencil to zero during the depth copy to match the other implementations
Specify the bind flags when creating the new depth-stencil texture
2023-12-03 21:00:34 +00:00
baldurk
d52f97c225
Make sure buffer viewer panels can't be closed
2023-12-01 13:00:08 +00:00
baldurk
32e1f62199
Give overlay test reasonable epsilons to account for shift
2023-12-01 11:59:14 +00:00
baldurk
559a129d2c
Fix vertex linking in GL_Mesh_Zoo to write to col2 properly
2023-12-01 11:44:44 +00:00
baldurk
aac7dc1c31
Revert workaround for AMD drivers as non-functional
...
* Previous workaround may not be functional either, but is left for now.
2023-11-30 20:54:59 +00:00
baldurk
73ab2cd447
Add further workaround for weird AMD driver behaviour
2023-11-30 17:44:20 +00:00
baldurk
d77fc1ed22
Update documentation to mention meshlet solid shading
2023-11-30 14:41:14 +00:00
baldurk
0b18cefc5f
Specify correct library flag when creating partial pipelines
2023-11-30 14:38:48 +00:00
baldurk
10bdf616a7
Fix memory corruption properly in test
2023-11-30 13:30:00 +00:00
baldurk
01820aad82
Donn't set rasterization state to NULL for pre-rasterization shaders
2023-11-30 13:29:59 +00:00
Jake Turner
a43cb1f58c
Stop compute shader usage being computed for Drawcalls
2023-11-29 17:29:50 +00:00
baldurk
21b9600e6d
Set vertex input structs to NULL to work around AMD driver bug
2023-11-29 12:23:35 +00:00
baldurk
06ac6298dc
Don't serialise vertex input structs if using mesh shaders
2023-11-29 12:18:06 +00:00
baldurk
55c18e4868
Improve D3D12 line AA on AMD
2023-11-28 17:04:56 +00:00
baldurk
1df386847f
Compile fix
2023-11-28 16:49:58 +00:00