baldurk
ca5783e712
Compile fix for bool cast
2023-12-14 15:31:29 +00:00
baldurk
ec78d567dd
Don't create illegal combinations of graphics pipelines for mesh renders
2023-12-14 15:19:40 +00:00
baldurk
3da12b266e
Account for OpLine/OpNoLine when skipping past SPIR-V function variables
2023-12-14 15:10:34 +00:00
baldurk
2a255d8a8b
Fix vulkan pixel history to handle mesh shaders
2023-12-14 13:38:49 +00:00
baldurk
8759551943
Use the right specialisation data to pack in task shader output BDA
2023-12-14 13:16:24 +00:00
baldurk
6dcbafe329
Fix calculation of scalar offsets for task payload in SPIR-V reflection
2023-12-14 13:16:24 +00:00
Jake Turner
3766b9fa2f
D3D11 Discard bug fix for Dynamic, Staging Buffers
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Staging buffers can't use D3D11_MAP_WRITE_DISCARD.
The memory copy loop was counting in bytes but copying in 4-byte chunks leading to memory trampling.
2023-12-14 12:28:07 +00:00
Jake Turner
d33ad62a26
D3D11 Test for discard on Staging and Dyanmic Buffers
2023-12-14 12:28:07 +00:00
Jake Turner
6b74634ba0
D3D12 Pixel History use PS instead of VS to detect DXIL
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Fixes crash when doing pixel history on DispatchMesh drawcall
2023-12-14 12:28:07 +00:00
Jake Turner
d9db44fd32
SPIR-V Debugger: Make Op::Unreachable terminate debug session
2023-12-13 10:24:47 +00:00
Jake Turner
5bfb844643
SPIR-V OpSwitch support for 64-bit selectors #3140
2023-12-13 10:24:47 +00:00
Jake Turner
18a28eb8dc
SPIR-V shader debug OpSwitch tests
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Test with selector and literal of different types "int", "uint", "long", "ulong"
2023-12-13 10:24:47 +00:00
Jake Turner
cb9dc1389f
Vk Depth overlay always clear stencil to zero
2023-12-13 10:24:31 +00:00
Jake Turner
466cc148cf
VK Overlay Test clear a stencil rectangle to one
2023-12-13 10:24:31 +00:00
Jovan Ristic
bff9234a52
Fix pixel history on unknown format descriptors.
2023-12-13 10:07:01 +00:00
Jake Turner
c454412e1e
Remove unused code in D3D12 overlay
2023-12-12 14:16:06 +00:00
Jake Turner
2d51d890e4
Vk Depth overlay pipeline creation improvements
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Use framebufferDepthSampleCounts instead of framebufferColorSampleCounts
Query for format support before trying to create a RenderPass using the format
2023-12-12 14:16:06 +00:00
Jake Turner
d172b39309
Changed D3D12_PixelHistory to be a developer config option
2023-12-12 14:16:06 +00:00
Jake Turner
a5bb368bf3
D3D11 Depth overlay remove reference on constant buffer
2023-12-12 14:16:06 +00:00
Jake Turner
b26f961644
D3D12 Depth overlay always clear stencil to zero
2023-12-12 14:16:06 +00:00
Jake Turner
33da4ed278
GL Overlay Test clear a stencil rectangle to one
2023-12-12 14:16:06 +00:00
Jake Turner
60cb36e4c5
D3D11 Overlay Test clear a stencil rectangle to one
2023-12-12 14:16:06 +00:00
Jake Turner
c09d5a81b6
D3D12 Overlay Test clear a stencil rectangle to one
2023-12-12 14:16:06 +00:00
Jake Turner
3e08b6f451
Depth overlay test check pixels outside the drawcall are black
2023-12-12 14:16:06 +00:00
Steve Karolewics
ad2070c9c8
Add D3D12 pixel history implementation
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It is disabled by default but can be enabled in the config editor
via D3D12/PixelHistory.
2023-12-12 08:47:30 +00:00
baldurk
15a6c03c43
Keep skipping amdvlk until AMD driver issue is fixed
2023-12-11 18:49:36 +00:00
baldurk
54df5d5ca7
Tweak rendering of slider controls in RDStyle
2023-12-11 11:56:27 +00:00
baldurk
f8bbe1ed4f
32-bit compile fixes for demos project
2023-12-11 11:00:12 +00:00
baldurk
454e2f9d8d
Bind a dummy SSBO for mesh vertex shader in triangle size overlay
2023-12-11 11:00:12 +00:00
baldurk
bc63167f02
Don't skip hooking amdvlk to workaround AMD driver issue
2023-12-11 11:00:12 +00:00
baldurk
651fd92ce2
Clear lists of resources after closing on D3D11
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* This means even if a resource leaks (which it shouldn't) we won't cause
problems on loading a subsequent capture.
2023-12-11 11:00:12 +00:00
Jake Turner
564e0d09a4
Wildcard remove existing python executables in /usr/local/bin
2023-12-11 07:11:12 +00:00
Steve Karolewics
f0917a9a0c
Avoid D3D12 DLL unloaded assert with API validation enabled
2023-12-10 22:32:32 +00:00
Dan Hawson
442b48bb77
Mesh exploder
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New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00
baldurk
da3e2366ac
Completely disable layer-enable detection on Android
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* Due to Android's broken custom loader this detection can't work.
2023-12-08 15:59:56 +00:00
baldurk
b2959e0b78
Allow explicit RenderDoc layer enable for internal android instance
2023-12-08 15:41:18 +00:00
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
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* 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
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* 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
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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
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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