Commit Graph

14232 Commits

Author SHA1 Message Date
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