Commit Graph
11543 Commits
Author SHA1 Message Date
baldurk c56e1f0ae4 Don't enumerate GPUs in child process helper 2020-10-19 17:43:58 +01:00
baldurk a95d51e28c Deliberately 'leak' winsock to avoid deadlock on shutdown. Closes #2079 2020-10-19 17:00:25 +01:00
baldurk c22ff8fc69 Force sRGB rendering in multithreaded test 2020-10-19 16:56:04 +01:00
baldurk 58fbbc2212 Add missing tests to linux demos build 2020-10-19 10:35:51 +01:00
baldurk 8cc414a8f6 Check for errors creating streamout query 2020-10-16 16:13:30 +01:00
baldurk 5ccf25c3cb Fix compilation of QTDebug qrenderdoc target 2020-10-16 16:13:30 +01:00
baldurk 42c5ab849e Show dynamically unused slots as unused (italic text) on vulkan pipeline 2020-10-16 16:13:30 +01:00
baldurk 8d647e5584 Avoid recalculating header view sizes when irrelevant roles change 2020-10-16 16:13:30 +01:00
baldurk c2a21a9106 Don't emit redundant change signals when nothing changed 2020-10-16 16:13:30 +01:00
baldurk 7fc06ee77e Fix rendering of selected/highlighted rich resource text 2020-10-16 16:13:30 +01:00
Kevin McCullough e213cfafa9 Modifying the TextureList to use EventBrowser-style chooser. 2020-10-15 22:19:44 +01:00
baldurk 0049ed2e84 Compile fix for linux 2020-10-15 12:11:03 +01:00
baldurk f6c2d64b39 Fix pointer alias change detection in SPIR-V debugging 2020-10-15 11:59:28 +01:00
baldurk da5ce0e74c Escape and truncate any multiline strings in SPIR-V disassembly 2020-10-15 11:59:28 +01:00
baldurk cb2d19717f Allow debugging when SPV_KHR_non_semantic_info is used in shader 2020-10-15 11:59:28 +01:00
baldurk aba72e1edd Print symbol resolution progress in GL_Callstacks test to avoid timeout 2020-10-15 11:59:28 +01:00
Eugen Brusilovskyy 5d38292c67 FIX: wrong array layer index passed to cube image array in debugger 2020-10-15 11:30:01 +01:00
baldurk 17a13654f2 Add better type hinting for extended dynamic state functions 2020-10-13 21:31:16 +01:00
baldurk a58bafc171 Remove unused legacy code 2020-10-13 21:31:16 +01:00
baldurk 4f06dedae7 Add query for whether extended instruction set exists 2020-10-13 21:31:16 +01:00
baldurk 78762cbd1b Pre-populated dynamic state at the start of partial command buffers 2020-10-13 21:31:16 +01:00
baldurk 72deab206a Don't modify renderstate inside InitPostVSBuffers 2020-10-13 21:31:16 +01:00
baldurk 03ae60e40a Fix GL_Multithread_Rendering test on linux 2020-10-13 21:31:16 +01:00
baldurk 8af614fa71 Protect against invalid queries in GL/Vulkan 2020-10-13 21:31:16 +01:00
baldurk bf4d68fb03 Account for D3D11 UAV start slot when displaying bindings 2020-10-13 21:31:16 +01:00
Jannik 7bcdf9b335 Fix copy of loop variable in SPIRV by using reference 2020-10-12 11:44:51 +01:00
baldurk 89af50a76c Force depth writes when fetching shader output in pixel history
* If depth is disabled this will do nothing, but if depth is enabled this
  ensures we actually get the depth value from the fragment.
2020-10-06 18:59:25 +01:00
baldurk 45f3f5ef76 Don't overwrite a known failed depth test with a suspected pass
* We only use the manual depth test to detect failures mid-modification
2020-10-06 18:40:53 +01:00
baldurk 99811dd604 Ensure draw index is correct when replaying draws 2020-10-06 18:39:48 +01:00
baldurk 90437b3a65 Fix return of only dynamically used resources
* If the range wasn't contiguous, some resources would be skipped
2020-10-06 17:16:49 +01:00
baldurk 1cbd062aa7 Protect against captures that try to allocate memory from invalid types 2020-10-06 16:11:22 +01:00
baldurk 96ab4c25d6 Allow arrays to have a larger varOffset than 16 bytes in assert 2020-10-06 10:28:27 +01:00
baldurk 6e9565eb84 Always bounds check number of descriptors even if range isn't unbounded 2020-10-06 10:25:37 +01:00
baldurk 99171cc794 Fix vulkan GetInstanceProcAddr to return NULL when instance is NULL
* Few functions should actually be queriable without an instance.
2020-10-05 17:46:14 +01:00
Rémi Palandri 164bd49d83 update vulkan/volk to 1.2.155 2020-10-05 17:08:02 +01:00
baldurk 4174624071 Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo 2020-10-02 17:47:31 +01:00
baldurk 9e17b91a94 Test different variations of DXGI swapchains on D3D11 and D3D12 2020-10-02 17:41:58 +01:00
baldurk 4518fda3ed Test entry points that could be applied to wrong resource types 2020-10-02 16:43:11 +01:00
baldurk 1b35c93999 Optimise texture zoo tests with fast path
* Pixel picking is a bottleneck, so do a render to a headless output and read
  that back as a way of quickly checking that all of the subresource is OK at
  once.
2020-10-02 16:26:51 +01:00
baldurk c66dfec7f1 Force a remap if texture type changed even if format didn't 2020-10-02 15:19:45 +01:00
baldurk 501eeff658 Fix wrong FBO attachment being specified for readback 2020-10-02 15:19:45 +01:00
baldurk cc9aec2135 Fix display of UINT casted textures on D3D12 2020-10-02 14:19:06 +01:00
baldurk e1d025e4ef Don't fetch buffer data if it's not yet initialised 2020-10-02 12:53:38 +01:00
baldurk eeb0469057 Fix GL/DX interop for buffers 2020-10-02 10:45:57 +01:00
baldurk 8f6359059b Make more config flags non-debug.
* Only performance-sensitive flags should be debug only. Otherwise there's no
  strong reason to limit these to non-official builds.
2020-10-01 17:48:35 +01:00
baldurk d863885373 Disable KHR_buffer_device_address on AMD windows for now
* It seems to be broken at the moment unfortunately, at least for our internal
  use cases (shader debugging and bindless feedback)
2020-10-01 17:48:35 +01:00
baldurk 98c171918a Fix copy-paste error reading from wrong properties in RTV/DSV desc 2020-10-01 17:00:38 +01:00
baldurk 58f4dc6f02 Fix crash if duplicate root signature pointer is returned
* If we make internal replay root signatures live resources they could clash
  with a replayed resource and end up with two entries in the live resource
  list, which will double delete on shutdown.
2020-10-01 16:59:25 +01:00
baldurk 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 2020-10-01 15:56:52 +01:00
baldurk 7541b49c95 Fix readback window being always allocated. Closes #2060
* This should only be allocated when the config flag isn't disabled and when
  it's needed, but we were always allocating it during capture.
* We also only allocate as much as is needed, since it seems on AMD linux the
  CPU memory can actually be quite arbitrarily constrained.
2020-10-01 15:33:15 +01:00