Commit Graph
10017 Commits
Author SHA1 Message Date
baldurk cec30d499a Use ToStr() instead of %llu to format Resource IDs 2020-01-17 19:53:38 +00:00
baldurk 4a587da167 Account for byte offset when expanding arrays in bufferviewer formatter 2020-01-17 19:53:38 +00:00
baldurk e347912479 Don't set TextureCategory::SwapBuffer on image viewer texture
* This prevents toggling linear/gamma display because swap buffers are always
  interpreted as gamma.
2020-01-17 19:53:38 +00:00
Steve Karolewics 654acb67f5 Add register space support for shader global state UAV/SRV data
Instead of fixed arrays, the global state stores a map of UAVs and
SRVs, with the key being a pair of the shader register and register
space. Switched D3D12 sampler/gather to use SM5.1 and handle register
spaces.
2020-01-17 19:53:23 +00:00
Alex Vakulenko 6cd2d18d9e Fix build break on VS2019 due to implicit wchar_t->char conversion
Converting std::wstring to std::string by constructing the latter with
wchar_t iterators result in implicit conversion of wchar_t to char which
trips Visual Studio 2019 compiler into throwing a warning of potential
data loss during conversion. Use conv() helper function to do the
conversion and please the compiler at the same time.
2020-01-17 19:53:09 +00:00
baldurk 526240f2d5 Fix order of functions to ensure non-SRGB format in pixel history 2020-01-16 23:06:24 +00:00
baldurk a1e662eb30 Fix mismatched GLMarkerRegion after changing context 2020-01-16 23:06:23 +00:00
baldurk 08b2572554 Fix precision loss when downcasting to HDR/EXR identified by @iOrange
* When outputting to a format supporting more than 8-bit data, we don't want to
  lose precision by downcasting e.g. D32S8 to RGBA8, instead use RGBA32.
2020-01-16 23:06:23 +00:00
baldurk 892abb686f Apply clang-format to demos project as well 2020-01-16 23:06:23 +00:00
baldurk ca07c1626e Fix MSAA mismatch in mesh view output rendering 2020-01-16 23:06:23 +00:00
Jeremy Ong 29403836c6 Fix numerous compiler warnings and errors
Depending on OS and compiler, certain types may not be included
transitively by headers that were included previously. This commit
produces a clean build on the latest trunk versions of GCC, Clang,
and QT.
2020-01-16 23:05:58 +00:00
Steve Karolewics 7076e674ca Change boundDescs to a rdcpair to avoid perf issues at runtime
With large bindless descriptor tables, traversing all entries to
fill the boundDescs vector was a perf bottleneck. By switching to
storing the first descriptor pointer and a count, the bottleneck is
eliminated. Traversal during queue submit is slightly more complicated
but the same number of descriptors are visited.
2020-01-16 23:05:46 +00:00
Benson Joeris f12ae2d9fa Fix alignment for mapped memory when loading initial contents
Change-Id: If40878b6b7a190237c3686463c7358bb033c8b06
2020-01-16 23:05:31 +00:00
Benson Joeris 84fd1858ca Fix missing SAMPLER descriptor type
Change-Id: If1e466bb0479fee914e5b8c0cbca5f54b327229d
2020-01-16 23:05:19 +00:00
Aliya Pazylbekova 8891a8d6fd VK pixel history: refactor, and add outline of additional callback
- Add an outline of another callback used to detect which tests
failed.
- Refactor to make it easier to add additional callbacks: add shader
cache to keep track of created shaders and share them between
callbacks.
2020-01-16 23:05:09 +00:00
Aliya Pazylbekova 791d1089b0 Add drawcall callbacks to end and next renderpass cmds
For Vulkan pixel history vkCmdEndRenderPass and vkCmdNextSubpass
can represent a modification, since it might be doing an implicit
image resolve. Pixel history is using drawcall callbacks to figure
out values pre- post- events, and vkCmdEndRenderPass and
vkCmdNextSubpass might be such events.

Also adds clear image usage to vkCmdBeginRenderPass(2) for images that
have VK_ATTACHMENT_LOAD_OP_CLEAR.
2020-01-16 23:04:53 +00:00
Steve Karolewics 1403162a39 Unwrap resource when the application calls AssertResourceState 2020-01-16 12:32:37 +00:00
baldurk b41c36427a Bump version to 1.7 2020-01-15 14:42:42 +00:00
baldurk 0e7f772596 Add Vulkan 1.2 support v1.6 2020-01-15 14:00:30 +00:00
baldurk 2418a8faef Add a per-test duration log when running tests 2020-01-15 11:24:41 +00:00
baldurk 1a2876af62 Disable crash handler on opera as well 2020-01-15 10:02:20 +00:00
baldurk 82fca7d325 Make the display_window.py example quit after a few loops 2020-01-15 10:02:20 +00:00
baldurk 7d22448d3f Sample code should take the capture to load as an argument
* This makes it easier to run the examples from the command line without editing
  them
2020-01-15 09:23:12 +00:00
baldurk adac442411 Add missing call to CombineDepthStencilLayouts
* We need to always do this when submitting possibly split depth/stencil
  implicit transitions, in case the split transitions were actually from the
  same layout and use a combined depth/stencil layout.
2020-01-14 18:45:11 +00:00
baldurk 0b5ac81ff0 Don't get command buffer too early in vulkan replay
* This is because we always submit all command buffers we fetch, and we don't
  want to submit empty command buffers.
2020-01-14 18:02:11 +00:00
baldurk 3d8f9cfade Log instance layers as well as instance extensions 2020-01-14 18:02:11 +00:00
baldurk b34c325f24 Make Iter_test.py load-and-runnable in the UI without breaking autotests 2020-01-14 18:02:10 +00:00
baldurk 506d92fcaf Remove GetTextureCompleteStatus timer 2020-01-14 18:02:10 +00:00
baldurk df266eb04d Fix some version properties in windows resource files 2020-01-14 18:02:10 +00:00
baldurk a2562200f7 Hide update check progress bar even if network error occurred 2020-01-14 18:02:10 +00:00
baldurk 4fd97e8946 D3D12 shared resources are now fully supported 2020-01-14 18:02:10 +00:00
baldurk 5192becb73 Document incomplete texture detection in pipeline state 2020-01-14 18:02:10 +00:00
baldurk 69694ce9d6 Fix crash handler compilation 2020-01-14 18:02:10 +00:00
Benson Joeris fa94424f93 Add split depth/stencil layouts for input attachments
Change-Id: Ie5b2d816873224f0ebcc20000a5987f56769d61a
2020-01-14 18:01:58 +00:00
Benson Joeris a64d0df073 Add input attachment case to vk_separate_depth_stencil_layouts demo
Change-Id: I06273c36cb468eebf360dbd742a8f95b7f9aeeaf
2020-01-14 18:01:58 +00:00
thisisjimmyfb 99cace95cb fixed the problem of glClear not displaying its output fbo 2020-01-14 09:43:28 +00:00
baldurk 1758b32045 Add a test of callstack collection 2020-01-13 19:04:44 +00:00
baldurk f4c864eb3d silence bogus GCC warning 2020-01-13 19:00:04 +00:00
baldurk f4ab28205f Add option to non-interactively resolve callstack symbols
* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk 8e15b1b7fa When using D3D12On7 allow shader editing to fall back to sm5_0
* This should really be configurable to compile with the original shader's
  profile, but for now we do this.
2020-01-13 18:19:54 +00:00
baldurk 90e414d097 Avoid text rendering resources leaking out when using D3D12On7 2020-01-13 18:19:23 +00:00
baldurk 86f39640d0 Add shader editing tests on D3D 2020-01-13 18:18:59 +00:00
baldurk e9182377e5 NULL out connection handle after shutdown 2020-01-13 16:55:05 +00:00
Daniel Craig b3d15996b2 Add headers required to build windows files without precompiled header 2020-01-13 13:02:46 +00:00
baldurk dd6e409bb6 Even though Win32 only has one windowing system, it is supported
* Generic code may be looking for the supported window systems even on windows.
2020-01-10 14:59:14 +00:00
baldurk b450b3ff29 Fix qrenderdoc examples for latest API 2020-01-10 14:59:11 +00:00
baldurk 259f948fdc Combine initial image state barriers as we go
* Rather than forcing image states to completely split then completely merge
  again when the barriers are the same but recorded per-subresource due to
  previous splitting.
2020-01-10 13:23:37 +00:00
baldurk 04bc540851 Check for stale descriptor sets on compute as well as graphics 2020-01-10 13:02:10 +00:00
baldurk bc6401f23a Don't refresh overlay unnecessarily when it's not enabled 2020-01-10 12:55:26 +00:00
baldurk 0b9a4b0100 Add some new shader builtins 2020-01-10 11:22:20 +00:00