Commit Graph
8769 Commits
Author SHA1 Message Date
baldurk d00556dbb5 Support VK_EXT_dynamic_state2 & VK_EXT_vertex_input_dynamic_state 2021-10-22 16:22:42 +01:00
baldurk 7a4e68959f Support VK_EXT_load_store_op_none & color_write_enable. Closes #2363
* These are added together because VK_EXT_load_store_op_none is easier to test
  in a realistic fashion using VK_EXT_color_write_enable
2021-10-22 14:48:58 +01:00
baldurk 5d1dc8f48a Add support for VK_EXT_global_priority_query 2021-10-22 12:01:45 +01:00
baldurk 36b9980de1 Add support for VK_EXT_rgba10x6_formats 2021-10-22 11:33:28 +01:00
baldurk 25530e8f11 Add support for VK_EXT_ycbcr_2plane_444_formats 2021-10-22 11:28:59 +01:00
baldurk c48764f222 Add support for VK_EXT_shader_atomic_float2 2021-10-21 20:26:55 +01:00
baldurk 0995dd404f Add suport for integer dot-product and subgroup uniform flow extensions 2021-10-21 20:26:55 +01:00
baldurk 71c1f6b7a0 Add support for VK_KHR_maintenance4 2021-10-21 20:26:55 +01:00
baldurk 0e75b926b0 Add support for VK_KHR_present_id/wait 2021-10-21 20:26:55 +01:00
baldurk 9b877549bd Add support for VK_KHR_format_feature_flags2 2021-10-21 17:11:56 +01:00
baldurk ead57d7351 Move document with list of supported vulkan extensions into repository 2021-10-21 17:11:56 +01:00
baldurk 56f87abcab Update vulkan & SPIR-V to latest
* Vulkan header 1.2.196
2021-10-21 14:25:44 +01:00
baldurk 604b556c67 Check for geometry shader as well as tessellation 2021-10-21 10:54:21 +01:00
baldurk 3cec544508 Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
* This is a stupid requirement as the quad overdraw shader doesn't use any
  interpolators, but the D3D12 runtime complains and refuses to create a PSO
  unless the PS has a matching signature. This works as long as the position was
  the first output from the previous stage, but if it isn't the PSO fails to
  create.
* To fix this, we take the existing shader and patch it by grafting the output
  signature from the last stage over onto the input signature, and patching up
  where the position is.
2021-10-20 17:22:43 +01:00
Steve KarolewicsandBaldur Karlsson ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00
baldurk 0b5e8369d3 Add some literal returns for D3D12 swizzle enums 2021-10-19 18:12:30 +01:00
baldurk 8245b99b56 Avoid some redundant checks in GetLiveResource
* Historically we always expected a live resource, but with descriptors that can
  be stale we can have a lot of queries where it's fine to just get NULL back if
  the resource doesn't exist.
2021-10-19 18:12:19 +01:00
baldurk 92e3c21baf Always set pipeline state on D3D12 on all types of command buffer
* Notably this meant the pipeline state wasn't bound on compute-only command
  buffers
2021-10-19 17:05:30 +01:00
baldurk 3324b7f86c Hide hidden/internal parameters in resource inspector 2021-10-18 17:53:08 +01:00
baldurk 531946c128 Skip marker regions when fetching D3D11/GL counters 2021-10-18 11:14:49 +01:00
baldurk 6ba5278f46 Fix pipeline stats queries on D3D11 2021-10-18 11:14:12 +01:00
baldurk c02c8355c7 Check queued initial state fetches on implicit thread switches on GL 2021-10-18 11:12:19 +01:00
Remi PalandriandBaldur Karlsson 47d6c86222 support VK_EXT_fragment_density_map2
support VK_EXT_fragment_density_map2
2021-10-12 17:52:50 +01:00
Leonid FedorovandBaldur Karlsson 5a2dd3fd77 Add support 3d ASTC compressed textures 2021-10-12 17:52:26 +01:00
baldurk 1464eaeb81 Ensure linux process hooks don't do anything on replay 2021-10-06 16:31:44 +01:00
baldurk 18647c3d87 Improve important tagging for vkCreateRenderPass2 2021-10-06 16:31:43 +01:00
baldurk b850c2d7fe Fix incorrect use of QByteArray::fromRawData, it doesn't copy input data 2021-10-06 16:31:43 +01:00
baldurk 2206f6bd2f Don't add duplicate derived resources 2021-10-06 16:31:43 +01:00
baldurk fb912b4853 Add a recursive search function in SDObject 2021-10-06 16:31:43 +01:00
Leonid FedorovandBaldur Karlsson 73f0c7681f Add support 2d array/3d textures read back for GLES 2.0/3.0 2021-10-06 13:05:24 +01:00
thisisjimmyfbandBaldur Karlsson dc9fd45fc2 Make Oculus' on device Vulkan Validation Layer avaiable for load
Without this Renderdoc won't be able to load the on device VVL
2021-10-04 23:27:23 +01:00
baldurk f80b5ce62a Fix texel read/write to respect format conversion when debugging shaders 2021-10-04 19:22:52 +01:00
baldurk bae2f44bf1 Support bool parameters in vulkan debug printf 2021-10-04 19:19:49 +01:00
baldurk c070dfd847 Clarify root signature index in D3D12 pipeline view
* Internally we split ranges, but for display we should use the original root
  signature index.
2021-10-04 18:39:33 +01:00
baldurk c24dd2e7aa Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as
  long as they have different stages.
2021-10-04 17:03:27 +01:00
baldurk 4b261bd8f6 Fix problems with GL counter fetch around multi-draw draws 2021-10-04 15:40:56 +01:00
baldurk cd1b68aadf If a shared resource is imported mid-capture, snapshot initial contents 2021-10-04 15:05:07 +01:00
baldurk 44cfabb12a Remove more problematic D3D11 misc resource flags 2021-10-04 15:04:48 +01:00
baldurk 3ed35bf253 Fix assignment of 64-bit vertex input element locations. Closes #2380 2021-10-04 13:07:24 +01:00
baldurk 4a44d76426 Strip VK_KHR_win32_keyed_mutex extension on replay
* This is an external memory extension, effectively, so we remove it as we don't
  replay external memory.
2021-10-04 12:02:37 +01:00
baldurk bc532ebf49 Bump version to 1.17 2021-09-30 17:28:02 +01:00
baldurk 5486bf09b3 Fix D3D11 overlays not displaying due to overwritten renderstate 2021-09-29 13:54:32 +01:00
baldurk 25b17c8093 Add R/W locking around access to crash handler. Closes #2376
* The crash handler gets destroyed and recreated when we need to change creation
  parameters, and this races against anything else trying to use it to register
  or unregister memory regions.
* In partcular when initialising the replay we recreated the crash handler right
  after kicking off the GPU enumeration.
* We add a read/write lock so there's no significant added contention on most
  paths (even though it's not really high traffic in any case) to prevent this
  kind of problem in future.
2021-09-29 10:54:29 +01:00
baldurk d386df55b9 Clarify requirement of a capture for device lost errors 2021-09-27 13:01:09 +01:00
baldurk 2a53db8eae Fix DXIL feedback to account for handle indices being register relative
* If a texture array is bound to register 17, the dynamic index passed into
  createHandle will be [17+x] :(
2021-09-27 12:23:58 +01:00
baldurk b20e337fd2 Remove unused root elements after filling D3D12 pipeline state 2021-09-27 12:23:15 +01:00
baldurk c8e7037ed1 Make some custom changes to Catch2 for a better experience
* Add CATCH_CONFIG_FORCE_FALLBACK_STRINGIFIER to force use of ToStr in
  all cases. We can handle ints, etc, we don't need ostringstream, and
  this allows us to handle enums that would otherwise just be printed as
  their integer value.
* Add CATCH_CONFIG_INLINE_DEBUG_BREAK which restores the Catch 1.0
  behaviour of debugbreaks happening in macros and so in-line at the
  actual site failure. So the debugger stops on the CHECK() or REQUIRE()
  call instead of inside AssertionHandler::complete()

  Cherry pick from https://github.com/baldurk/renderdoc/commit/4232736fc21fc6a13a4de6997a5ae106598b225f
2021-09-27 10:03:39 +01:00
baldurk d3c6818f4a Update Catch to version 2.13.7 2021-09-27 10:03:39 +01:00
baldurk 552621a87f Fix a compile warning that appears on redhat 2021-09-27 10:03:39 +01:00
Jake TurnerandBaldur Karlsson 8c5792f412 Add api/replay/pipestate.inl to sources list
xcode project generation is driven by the sources list
before this commit "pipestate.inl" was not present in the xcode project
after this commit it is present
2021-09-27 09:46:33 +01:00