Commit Graph

10830 Commits

Author SHA1 Message Date
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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
* 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
# 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
- 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