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
baldurk
12260fe884
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
2020-10-01 13:23:19 +01:00
baldurk
8e77703cd1
When fetching API validation messages in GL, only fetch 'live' messages
...
* Any messages we add ourselves will already have an event ID so we keep them
separately.
2020-10-01 11:55:48 +01:00
baldurk
631a73fa76
Don't assert on replay thread for CancelReplayLoop
...
* This is the one function that CAN be called from another thread by definition
since the replay thread is blocked running the replay loop.
2020-10-01 11:55:19 +01:00
baldurk
f975ef3cb0
Add protection against the use of 0-sized buffers in GL
2020-10-01 11:54:56 +01:00
baldurk
5ae5cb8bcf
Don't remove resource records for stale resources on GL
...
* If we destroy a resource e.g. FBO 4 in a captured frame, its record will stay
alive until the end. When we delete that record we don't want to remove the
record that is now recorded for FBO 4 since that might be a new resource that
has been created. If the ID doesn't match then the original resource
destruction has already been processed and the record is now orphaned, so
nothing has to happen.
2020-10-01 10:41:53 +01:00
baldurk
3c180d900c
Make buffer initial state padding more generous on GL
2020-09-28 23:03:38 +01:00
baldurk
7246800636
Ensure pixel shader debugging has access to root signature
2020-09-28 23:03:28 +01:00
baldurk
2ea17af719
Fix unwrap of inline uniform block descriptor writes
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* We don't unwrap any of the data but we must still unwrap the descriptor set.
2020-09-25 10:51:12 +01:00
baldurk
8b2a521a91
Fix crash when no scissor regions are bound at D3D12 draw
2020-09-24 22:29:12 +01:00
baldurk
2d7a717e2d
Fix shader function being called on non-shaders corrupting memory
2020-09-24 22:28:58 +01:00
baldurk
3c39f17d22
Reserve enough space for DXIL constants up front to prevent resizes
2020-09-23 11:37:43 +01:00
baldurk
28463fd716
Ensure view instancing array is properly copied in D3D12 pipeline desc
2020-09-21 18:18:23 +01:00
baldurk
c8c138a7ef
Fix handling of VkDeviceGroupDeviceCreateInfo structs
2020-09-21 17:23:49 +01:00
baldurk
9bc2ef77b8
Record and track CREATE_NOT_RESIDENT heap flag
...
* We don't replay it, all resources are resident on replay. At record time we
need to know the residency status to make resources resident when necessary.
2020-09-21 16:39:47 +01:00
baldurk
2481957f1a
When shader debugging is cancelled, still display partial debug trace
2020-09-21 14:39:20 +01:00
baldurk
e9dcd4b58f
Fix out of bounds check to not allow indexing 1 too far in members array
2020-09-21 14:37:29 +01:00
baldurk
92040f4636
Fix a crash with D3D11 SWAP_EFFECT_FLIP_DISCARD swapchains. Closes #2055
...
* DXGI is entangled with the API unfortunately, such that for D3D11
DXGI_SWAP_EFFECT_FLIP_DISCARD can only access buffer 0 (like
DXGI_SWAP_EFFECT_DISCARD) but for D3D12 it can access any buffer. This is
naturally undocumented.
2020-09-20 11:23:06 +01:00
baldurk
aaae5d4a38
Separate out calls to vkBindBufferMemory2
2020-09-19 15:02:36 +01:00
baldurk
25bb8e3d4c
Restore D3D11 driver bug workaround
2020-09-19 15:02:24 +01:00
baldurk
e17eddad1e
Bump version to 1.11
2020-09-18 17:24:00 +01:00
baldurk
381fdbe06b
Fix missing format argument in error message
v1.10
2020-09-17 17:43:28 +01:00
baldurk
0ed941bec2
Don't display window cycling message on platforms without keyboard input
2020-09-17 17:23:25 +01:00
baldurk
4809615a8f
Don't print hit information until we know it's a drawcall
2020-09-17 15:05:21 +01:00
baldurk
56f76f6ffa
Don't try to read primitive ID in pipeline that contains a GS
...
* We can't do it unless the GS writes primitive ID, which we could check for but
is highly unlikely.
2020-09-17 13:24:49 +01:00
baldurk
9d642c1236
Remove unused call to GetPDP2 for Vulkan12Properties
2020-09-17 13:08:32 +01:00
baldurk
720a58a211
Disable very spammy warning in release builds
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* The warning is real, this is a problem with the application, but some programs
cause a lot of barriers to hit this.
2020-09-17 12:57:59 +01:00
baldurk
a3b6adc303
Linux demos compile fix
2020-09-16 17:03:27 +01:00
baldurk
6a3b29cb14
Add opt-out flag for vulkan appinfo replacement
2020-09-16 16:39:07 +01:00
baldurk
9b40bb7279
Fix wrong ID being serialised for deferred contexts
2020-09-16 15:33:09 +01:00
baldurk
e73ce8f8e8
Don't delete from m_CurrentResources when removing resource record
...
* This is handled when the resource is destroyed itself, we just NULL out the
pointer.
2020-09-16 14:29:28 +01:00
baldurk
b0d3cad2c4
Add logging when new GL sharegroups are created
2020-09-16 14:22:31 +01:00
baldurk
35bbb0d23e
Fix incorrect GL compatibility version check
2020-09-16 11:50:44 +01:00
baldurk
11719a2588
Perform samples in vertex shader for vertex debugging on D3D12
...
* On D3D11 we just queried the resource & sampler binding from whichever stage
it was on and bound it to the pixel shader. On D3D12 we re-use the root
signature which means we need to fetch the binding in the stage it was used
originally. VS t0,space0 could be different from PS t0,space0.
2020-09-15 17:27:58 +01:00
baldurk
299249d718
Fix D3D12 command list reset not getting correct init parameters
2020-09-15 13:16:57 +01:00
baldurk
496bbbe976
Don't allocate chunks from allocator when data is external
...
* This can lead to lifetime issues if the allocator is reset and now the
external-data pointer or bool can be trashed. Instead if the data allocation
can't come from the allocator, allocate both data and chunk externally.
2020-09-15 13:11:37 +01:00
baldurk
9877b63595
Fix disassembly of relative-addressing operands in DXBC
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* Most of the time we can map this to a reflection variable but if we can't, we
must print the correct index.
2020-09-15 11:24:06 +01:00
baldurk
4ec6281856
Fix disabled convenience test for unit testing DXBC
2020-09-15 11:23:34 +01:00
baldurk
c8fcdbae05
Update fetch_shader python example to latest API
2020-09-14 15:58:20 +01:00
baldurk
8615c5fc14
Speculative support for 10-bit backbuffers on GL
2020-09-14 15:30:49 +01:00