baldurk
cf8e8a15fe
Test dimension fetching in D3D12 shader debugging with NULL desc struct
2020-10-22 16:02:59 +01:00
baldurk
5cd83365a8
Add basic texture sampling tests to D3D11 shader debug tests
2020-10-22 15:48:30 +01:00
baldurk
a83485d14c
Test that counters and mesh output still work even if in use in capture
2020-10-22 15:40:15 +01:00
baldurk
8c05c44a75
Don't bind a range for buffers bound without range (offset/size == 0)
2020-10-22 15:39:12 +01:00
baldurk
db7b260629
Fix wrong count being used in GL loop ending active queries
2020-10-22 15:38:58 +01:00
baldurk
8bdd9585f5
Test D3D discards with NULL region or rects
2020-10-22 15:10:17 +01:00
baldurk
ec73718cf0
Test that overlays work on D3D12 with no viewport or scissor bound
2020-10-22 14:48:33 +01:00
baldurk
3f8fb1e1b6
Add MSAA case to overlay tests
2020-10-22 14:11:01 +01:00
baldurk
d503363279
Fix issues with MSAA quad overdraw overlays
2020-10-22 14:11:00 +01:00
baldurk
3a68721702
Allow repeated calls to CopyTex2DMSToArray on GL
...
* Normally the function creates its output to enforce storage (for texture
views) but repeated calls would break that, so we only create when the output
texture ID is 0.
2020-10-22 14:11:00 +01:00
baldurk
8e19fa7010
Don't rely on potentially stale cached pipeline state for IsOutput check
2020-10-22 14:11:00 +01:00
baldurk
298e33fc98
Ignore brew update errors in CI builds
2020-10-21 21:51:41 +01:00
baldurk
26f680f632
Check that sampler updates to immutable sampler descriptors are ignored
2020-10-21 14:57:42 +01:00
baldurk
53fc6ba089
Add test that feature level 9.x programs can be captured on D3D11
2020-10-21 14:36:16 +01:00
baldurk
806187f613
Save and load edited shaders as capture modifications
...
* When a shader edit is loaded with a capture, it's loaded as "pending" and not
immediately applied.
2020-10-21 14:14:20 +01:00
baldurk
31bf9f4593
Don't mark commands as submitted if we didn't have a queue yet
2020-10-21 11:26:27 +01:00
baldurk
75c3156286
Add note that python scripting on Android is unreliable and unsupported
...
* It may work since the python scripting is generally not Android specific, but
Android itself is quite likely going to cause problems that are out of scope.
2020-10-21 10:24:35 +01:00
baldurk
88748858c4
Don't add graphics binding usage for dispatches or vice-versa in D3D11
2020-10-21 10:06:43 +01:00
baldurk
632e9302b6
Cache whether chunks are from an allocator
...
* If chunks come from an allocator they can't be safely deleted because the
allocator may have been reset and recorded over where these chunks were with
other data. Fortunately we don't need to do anything to delete them, so
storing the allocator status up front is sufficient.
2020-10-20 16:12:45 +01:00
baldurk
17e80ae9cd
Fix forward references in LLVM constants block
2020-10-20 14:33:46 +01:00
baldurk
ebafbdb184
Implement support for VK_EXT_shader_image_atomic_int64
2020-10-20 13:21:43 +01:00
baldurk
bd36f07bce
Implement support for VK_EXT_shader_atomic_float
2020-10-20 13:08:47 +01:00
baldurk
d1574f4f42
Implement support for VK_EXT_image_robustness
2020-10-20 12:54:10 +01:00
baldurk
0c84eb255c
Implement support for VK_KHR_shader_terminate_invocation
2020-10-20 12:44:25 +01:00
baldurk
965535560b
Implement support for VK_KHR_copy_commands2
2020-10-20 12:44:25 +01:00
baldurk
d1bc1c68dc
Increase warning level on SPIR-V debugging source files
2020-10-20 12:44:24 +01:00
baldurk
4cdc46a5cf
Update SPIR-V grammar and generated headers
2020-10-20 12:44:24 +01:00
baldurk
b2746eede5
Update vulkan headers to 1.2.158
2020-10-20 12:44:24 +01:00
baldurk
804f659e8c
Only warn if an image is seemingly reported as supported
...
* Some drivers return VK_SUCCESS even for formats that aren't supported.
2020-10-19 17:44:37 +01:00
baldurk
fc976d2d39
Set depthBounds feature properly so it can be checked for support
2020-10-19 17:44:11 +01:00
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