baldurk
c9a3923987
Add support for VK_KHR_zero_initialize_workgroup_memory
2021-02-17 14:04:58 +00:00
baldurk
cf23c35d60
Update vulkan headers to 1.1.170
...
* Note the sync2 structs aren't properly sorted in vk_next_chains.cpp because
I'm about to implement it and I'm too lazy to insert them in the right places
only to go find them all again to remove them.
2021-02-17 14:04:57 +00:00
baldurk
d66133d610
Fix handling of buffer length & offset in buffer viewer
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* Previously the length was always being treated as buffer-relative instead of
offset-relative.
2021-02-15 12:56:21 +00:00
baldurk
907ce48f7a
Display message when no vertices or instances are present in drawcall
2021-02-15 12:56:21 +00:00
baldurk
0e86f0e320
Fix overflow setting rowOffset when numRows is 0
2021-02-15 12:56:21 +00:00
baldurk
b31d7d94e8
An instanced draw with no instances has no vertices even if numIndices>0
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* If we show this with vertex input data in the mesh viewer that's quite
confusing when the draw is degenerate.
2021-02-15 12:56:21 +00:00
baldurk
218078f75f
Identify stencil-only GL framebuffer attachments correctly
2021-02-15 10:30:37 +00:00
baldurk
9f6eda6e12
Don't check Qt version if not building qrenderdoc
2021-02-14 15:45:57 +00:00
baldurk
673579e854
Print renderdoc and qrenderdoc module locations
2021-02-14 15:45:57 +00:00
baldurk
321fbdefe9
Don't check docs build consistency if an exception happened
2021-02-14 15:10:21 +00:00
baldurk
b18a28f0f9
Revert to sphinx 3.4.0
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* 3.5.0 has a bug causing failures to generate autodoc code
2021-02-14 14:56:25 +00:00
baldurk
4b65d7f841
Add explicit /m to msbuild.exe invocations
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* Without this by default msbuild doesn't build in parallel.
2021-02-14 13:10:25 +00:00
baldurk
fc2b2c11cc
Include ShadingRateCombiner in the documentation
2021-02-10 15:07:37 +00:00
baldurk
9290ed926b
Display VRS state in D3D12 pipeline state viewer
2021-02-10 14:20:46 +00:00
baldurk
4619a54771
Properly set optional/newer D3D12 state when applying
2021-02-10 14:20:46 +00:00
baldurk
6de87f21b2
Unwrap shading rate image passed to RSSetShadingRateImage
2021-02-10 12:58:07 +00:00
baldurk
08201d3645
Use v142 VC++ runtime merge modules
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* These are optional installs in the new visual studio installer and must be
specifically selected.
2021-02-09 16:30:04 +00:00
baldurk
9b9fd7e8af
Make bounds checking on D3D debugged view access more rigorous
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* Instead of assuming our element check is correct, check against the actual
pointer size in case of some miscalculation.
2021-02-08 14:05:04 +00:00
baldurk
327a9fdced
Don't assume 4-byte stride for typed buffer loads/stores in DXBC
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* Newer D3D versions support different strides including 2-byte, so we fetch the
stride from the view format.
2021-02-08 14:05:04 +00:00
baldurk
6eab349dd5
Fix event counting leading to mismatches in vulkan captures
2021-02-08 14:05:04 +00:00
baldurk
e8b183b7e8
Speculative workaround for DXGI bug
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* DXGI sometimes seems to return DXGI_INVALID_CALL when retrieving backbuffers.
In this case we want to gracefully handle it instead of crashing and hope it
will fix itself next time we try.
2021-02-08 14:05:04 +00:00
baldurk
20e91d8bd5
Reserve more space for descriptor set initial contents
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* We need enough room for chunk overhead (e.g. array size space as well as
array, etc).
2021-02-08 14:05:04 +00:00
baldurk
4c3cf74f18
Don't linkify any @123 EID text that is followed by an x
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* This isn't something we generally want to support (@123 should be a separate
word) and it can come up with shader names like `shader@0x12345` as well as
with icon@2x.png
2021-02-08 14:05:04 +00:00
baldurk
15cbeef054
Fix offset calculation with declaring nested buffers in format string
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* When calculating the size for a struct member we need to properly recurse
2021-02-08 14:05:04 +00:00
baldurk
3da41af1a9
Don't use constant buffer alignment rules on D3D for SRV/UAV structs
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* In particular matrices and array elements are padded to float4 in cbuffers but
*not* in structured buffers
2021-02-08 14:05:04 +00:00
Mikko Rasa
69661b0cbb
Clamp the current event to the actually visible region
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The local eidAxisRect has its left edge moved due to panning, so use the
member variable with original values instead.
2021-02-08 11:43:37 +00:00
Mikko Rasa
19eb9bec34
Refactor drawing of lines in TimelineBar
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They're now drawn as CE_StyledFrame controls, with either HLine or VLine
shape as appropriate for the orientation of the line. This will go into
RDStyle when the light or dark UI theme is selected, allowing appropriate
colors to be used.
2021-02-08 11:43:37 +00:00
Mikko Rasa
fa674a59b6
Consistently use outlineBrush() for drawing borders
2021-02-08 11:43:37 +00:00
baldurk
52a5b35027
Properly hook glXCreateNewContext. Refs #2170
2021-02-02 19:10:05 +00:00
baldurk
31c45634be
Fix linux injected process incorrectly detecting debugger. Closes #2170
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* We use ptrace to detect child processes reliably, but that makes us look like
a debugger to the child. * There isn't a reliable and simple way to pass down
a PID to ignore (environment variables are the only simple option I can see,
and they can't be reliably inherited, ptrace to poke data would require lots
of work to figure out _where_ to poke that data).
* So instead we use a semi-heuristic - if the debugger PID is found but it
contains executable pages mapped from librenderdoc.so assume we're still being
ptrace setup'd, and check again next time we want to know if a debugger is
connected.
2021-02-02 18:40:01 +00:00
baldurk
7e6a785055
Add test of vulkan dedicated allocations
2021-02-01 14:43:43 +00:00
baldurk
0513914c42
Test that correct root-constant entry is used for cbuffer values
2021-02-01 13:39:09 +00:00
baldurk
2333cfa2a1
Test that UAV reads in shader debugging read data prior to event
2021-02-01 13:31:23 +00:00
baldurk
6b12864a7b
Ensure pixel pack/unpack buffers don't break overlays on GL
2021-02-01 13:22:40 +00:00
baldurk
28bf213382
Test APIs where scissor can be disabled doesn't affect overlays
2021-02-01 13:14:28 +00:00
baldurk
13ead841a4
Add tests of cubemaps on GL
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* GL treats cubemaps in a more special/different way than other APIs
2021-02-01 12:49:02 +00:00
baldurk
cf3dc150cb
Test compute bindless feedback on vulkan
2021-02-01 11:55:54 +00:00
Steve Karolewics
b9c82bd4fb
Split large pending cmd batches to prevent device removal on load
2021-02-01 11:42:54 +00:00
baldurk
2629a8b096
Fix AMD shader extensions test to check for tuples
2021-01-29 10:57:39 +00:00
baldurk
85e767b969
Increment D3D12 initial state batch index
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* This was missing so we'd never break batches
2021-01-28 20:24:33 +00:00
Marcin Ślusarz
4adbf00af0
Fill in information about units of Intel performance counters.
2021-01-28 16:41:31 +00:00
baldurk
263cf0778f
Fixes for structured exporting multisampled textures on GL
2021-01-28 15:49:28 +00:00
baldurk
22636f673b
Fix bug when no DXIL reflection information is present
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* We generate a simple uint array but we were doubling up with a trailing ubyte
array.
2021-01-28 15:25:57 +00:00
baldurk
410bcf2744
Fix crash if DXIL phi references itself
2021-01-28 15:25:25 +00:00
baldurk
3ac5b9a842
Allow any UUID in DXGI swapchain GetBuffer()
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* The only requirements are that we can get the interface as the one we want
(ID3D11Texture or ID3D12Resource) so we query it straight away as that first.
Then we also need to be able to convert from that to whatever the user
requested, so we do that as a second step.
* Because this is all undocumented it's unknown if there's any combination of
UUIDs that would fail this but might make sense in a different order (e.g.
queried as the user's UUID first and then we fetch our interface off that).
2021-01-28 12:29:16 +00:00
baldurk
76fabedbe6
Fix false positive matching @EID on text containing foo@2x.png
2021-01-28 12:01:37 +00:00
baldurk
1481f80d35
Bump version to 1.13
2021-01-27 19:23:00 +00:00
baldurk
40b86b63fb
Update code for new SSL libraries in new Qt version
v1.12
2021-01-27 17:06:09 +00:00
baldurk
bddbc53226
Fix compile error in official builds
2021-01-27 16:56:47 +00:00
baldurk
f460d79968
Check for @ when initialising rich resource text
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* This is used for event linking
2021-01-27 16:05:04 +00:00