baldurk
d01bb0734b
Handle misaligned BCn block textures in shell preview
2020-05-18 15:20:58 +01:00
baldurk
27db02b7e2
Handle legacy DDS headers for more than just RGBA8. Closes #1888
...
* DirectXTex seems to emit legacy DDS headers for any UNORM format less than
32-bit per pixel, so we do the same.
2020-05-18 15:20:58 +01:00
baldurk
cf039acadc
When possible with image viewer, manually unpack unsupported formats
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* This is similar to the remapping the replay proxy does, and should support
most non-compressed formats.
2020-05-18 13:21:55 +01:00
baldurk
f622ac36d6
Standardise layout of packed texture formats on disk/network
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* We preserve each API's interpretation of bit order for packed formats like
RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to
proxy it or save to disk, we always transform to D3D's order as standard.
* This allows us to proxy them reliably because we always have a standard bit
order and APIs that need a different order transform when fetching data to the
standard format, or setting proxy data from the standard format.
2020-05-18 13:21:55 +01:00
baldurk
5eb80370fd
Change formatted for RGBA4 to xshort instead of xbyte2
2020-05-18 10:57:33 +01:00
baldurk
f843836bfb
GL needs to swizzle/repack D24 as well as D24S8
2020-05-17 00:59:12 +01:00
baldurk
286b64c488
Don't force format on GL when remapping sRGB format
2020-05-17 00:59:12 +01:00
baldurk
e3f7275b85
Store D24X8 explicitly as only depth on vulkan, not as D24S8
2020-05-17 00:59:12 +01:00
baldurk
2b25127a71
Disable OBS's layer
2020-05-17 00:59:12 +01:00
baldurk
01873eddcc
Remap SNORM/SRGB textures to RGBA16F
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* Since we restrict output formats on remap to basic float/uint/sint, for 1-byte
formats this ends up mapping to UNORM. Instead promote straight to RGBA16F to
ensure we have the precision
2020-05-17 00:59:11 +01:00
baldurk
e8237ebd10
Fix view casting 8-bit formats to "float" on GL
2020-05-16 12:36:49 +01:00
baldurk
77e0141022
Fix remote server not shutting down properly
2020-05-16 12:25:34 +01:00
baldurk
284dbe7d79
Fix crash if CustomPaintWidget is destroyed with paint mid-flight
2020-05-16 12:17:55 +01:00
baldurk
2669c1e8bb
Remap BC4/BC5 to RGBA16_FLOAT and BC7 to RGBA8_UNORM
2020-05-16 11:33:53 +01:00
baldurk
32c1184544
Fix sample clamping on D3D11
2020-05-16 11:26:48 +01:00
baldurk
4db10c1ab8
Use RDMenu to add keyboard shortcuts for selecting replay contexts
2020-05-16 11:14:24 +01:00
baldurk
8a5fdda6b1
Add extended RDMenu
2020-05-16 11:13:19 +01:00
baldurk
22d5cf2313
Scroll selected pixel to centre on goto. Refs #1885
2020-05-15 20:50:55 +01:00
baldurk
a81994071f
Wait for shader viewer background debugging, add cancel button
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* Until we properly support background debugging we need to wait for it to
complete, otherwise the user could close the window and we'd crash.
2020-05-15 20:31:42 +01:00
baldurk
ec881a600c
Add fallback to VK_FORMAT_D24_UNORM_S8_UINT in pixel history
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* Not all devices will support D32S8, so we need to fall back to D24S8 if
needed. One or the other must be supported.
2020-05-15 19:03:27 +01:00
baldurk
5b5bd49a43
Serialise device create info exactly as-is, without patching
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* Previously we serialised after enabling a few features at capture-time.
2020-05-15 19:03:27 +01:00
baldurk
96e34db93d
Add workaround to avoid non-2D Dref explicit lod samples on Qualcomm
2020-05-15 19:03:27 +01:00
baldurk
e37c420263
Avoid EXT_direct_state_access VAO funcs for better compatibility
2020-05-15 19:03:27 +01:00
baldurk
672fbb84d8
Sanitise image layouts in pixel history
2020-05-15 19:03:27 +01:00
baldurk
ca28154fc0
Check for geometryShader feature when fetching prim ID in pixel history
2020-05-15 19:03:27 +01:00
baldurk
e08f4a43a9
Don't call GetBaseFormat/GetDataType for compressed formats
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* The result is not needed and the call is invalid.
2020-05-15 19:03:27 +01:00
baldurk
5a0134ed4b
Free shader debugger in replay driver so it's proxied correctly
2020-05-15 19:03:27 +01:00
baldurk
d332c985e0
Try to handle pipeline creation failures
2020-05-15 19:03:27 +01:00
baldurk
ed0c143be7
Close replay thread last to process any invoked resource frees
2020-05-15 19:03:26 +01:00
baldurk
526af5f1db
Add missing type serialise
2020-05-15 19:03:26 +01:00
baldurk
22a56bb688
Fix ContinueDebug proxy packet copy-paste error.
2020-05-15 19:03:26 +01:00
baldurk
08cf66abce
Fix racing busy signals when connecting to remote servers
2020-05-15 19:03:26 +01:00
Steve Karolewics
1d579dfb66
Update docs about D3D12 shader debugging support
2020-05-15 19:03:00 +01:00
windog18
579dec8b4b
Solved cbuffer bind issue
2020-05-15 19:02:41 +01:00
baldurk
e31ebd0f55
Work around presumed QC driver bug storing to array slices
2020-05-14 20:33:20 +01:00
baldurk
b1b33d5605
Use overlay texture format variable
2020-05-14 20:33:20 +01:00
baldurk
4dd30eddc7
Clamp subresource in SetProxyTextureData
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* This is useful when the subresource comes from the underlying texture but the
overlay isn't arrayed, and is also consistent with local rendering which
clamps the subresource indices.
2020-05-14 20:33:20 +01:00
baldurk
43e07b8a18
Limit typecast on remap texture format to base type. Closes #1882
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* Casting to e.g. unorm causes problems if we're remapping to RGBA16 because not
all devices will support rendering to RGBA16_UNORM
2020-05-14 19:28:09 +01:00
baldurk
6b657965b1
Fix settings not being properly re-evaluated on access
2020-05-14 19:28:09 +01:00
baldurk
5306b18ad0
Log both sides of remote server if enabled
2020-05-14 19:28:09 +01:00
baldurk
a350e92f62
Print specific timeout exceeded in error messages
2020-05-13 20:48:24 +01:00
baldurk
05201fa67e
If no delete filename is specified, don't print false error
2020-05-13 20:48:14 +01:00
baldurk
9ed418f90c
Install settings file when running remote server
2020-05-13 20:13:18 +01:00
baldurk
78335f7d00
Fix calculation of array stride on structs in D3D
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# Conflicts:
# util/test/tests/GL/GL_CBuffer_Zoo.py
2020-05-13 18:07:26 +01:00
baldurk
15fa728ab9
Fix handling of empty structs in D3D
2020-05-13 18:07:26 +01:00
baldurk
01ca197655
Fix tests broken with updated non-remapped postvs index data
2020-05-13 18:07:26 +01:00
baldurk
31b1c0641a
Fix debug var lookups in tests for D3D variables
2020-05-13 18:07:26 +01:00
Aliya Pazylbekova
08cf503eea
Vk Pixel History: Small fixes + more tests
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- For counting the number of fragments, also need to disable the depth
bounds test, since we are not initializing the depth value currently
- Reset depth to 0.0f for shader out, and set it to always pass. So that
we can get depth values from just one fragment.
- Initialize premod value for individual fragment events. This is not
surfaced in the UI, but available from the python API and checked in
tests.
2020-05-13 18:07:11 +01:00
baldurk
0b6c1c14b4
Add Steve Karolewics to credits document
2020-05-12 19:04:57 +01:00
baldurk
bfcc484a7c
Add tests of drawcall variants
2020-05-12 19:04:57 +01:00