baldurk
d0d2f65a11
Implement support for VK_EXT_private_data
2020-05-28 15:54:36 +01:00
baldurk
58ed167abf
Implement support for VK_EXT_pipeline_creation_cache_control
2020-05-28 15:54:36 +01:00
baldurk
1cd32d3f61
Implement support for VK_EXT_robustness2
2020-05-28 15:54:36 +01:00
baldurk
c41b72edb7
Fix off-by-one error checking for D3D12 descriptor range inclusion
2020-05-28 15:54:35 +01:00
baldurk
671ceacb59
Fix structured export crash on D3D11
2020-05-28 15:54:35 +01:00
Alberto Fernández
d5c83c76a0
Fix incomplete command help text
2020-05-28 15:54:14 +01:00
baldurk
abb959e1fd
Handle array textures and multiview properly in overlays. Closes #1895
2020-05-27 22:38:23 +01:00
baldurk
b0cd8584fb
Fix placement & handling of final next page button in buffer viewer
2020-05-27 22:38:23 +01:00
baldurk
eab399a80e
Add gdb pretty printer for rdcstr/rdcarray
2020-05-27 22:38:23 +01:00
baldurk
2416d284b4
Ensure constant byte offset is properly zero-initialised
2020-05-27 22:38:05 +01:00
baldurk
d245c3b1ad
Don't import GLSL.std.450 while patching function
2020-05-27 22:38:05 +01:00
baldurk
dd6574c987
Fix combined image/sampler descriptors not displaying properly in UI
2020-05-27 22:38:05 +01:00
baldurk
82e9228ace
Add support for VK_EXT_custom_border_color
2020-05-27 22:38:04 +01:00
baldurk
3b28df0543
Add helper for uploading data into an image
2020-05-27 22:38:04 +01:00
baldurk
ff62ab501c
Add helpers for creating samplers
2020-05-27 22:38:04 +01:00
baldurk
cb92f9be13
Add logs for early-out when no draw/dispatch is selected to debug
2020-05-27 22:38:04 +01:00
Rémi Palandri
1dd7aa9296
vulkan low-memory-mode
2020-05-27 22:37:51 +01:00
Aliya Pazylbekova
0fd3d65a6f
Vk Pixel History: support other depth formats MSAA
...
- Separate the pixel history copy pixel shader into two separate
shaders, one for colour copy and one for depth
- Allocate and update descriptor sets on demand
- Add another compute shader for pixel history depth copy
2020-05-26 21:19:55 +01:00
baldurk
b2d85982a5
Hide capture progress bar if the application disconnects mid-capture
2020-05-26 16:46:14 +01:00
baldurk
1baa157641
Lock around all access to deferred shadow data on D3D11. Closes #1913
...
* We can have a RW lock so that once deferred slots are allocated there's little
contention, but we must ensure that allocating a new slot doesn't race with
access to a slot on another thread.
2020-05-26 16:04:44 +01:00
baldurk
141609e7de
Cache D3D11 context type to avoid needing to fetch from real object
2020-05-26 15:44:56 +01:00
baldurk
7c9c27e9ce
Keep buffer device address buffers and memories alive during capture
...
* If we don't do this, the application could create a buffer/memory and use it
then destroy it and create another one in the same capture. The driver could
assign the same opaque capture address to both buffers even though they
"overlap" in the capture because they don't overlap in actual execution.
* Slightly artificially extending the life of the resource to the end of the
capture ensures the driver gives them non-overlapping device addresses.
2020-05-26 14:18:27 +01:00
baldurk
0736a977a2
Handle nested struct offsets properly in raw buffer viewer
2020-05-26 13:53:25 +01:00
baldurk
72d789e486
Add necessary padding in buffer formatted between members
2020-05-26 13:52:47 +01:00
baldurk
ed8aeae74f
Replace entry point when editing shaders in vulkan
...
* We assume the replaced module only has one entry point, which won't
necessarily always hold...
2020-05-26 12:48:29 +01:00
baldurk
e852f2daac
Fix array of entry points returned from reflector
2020-05-26 12:46:42 +01:00
baldurk
0eadc416f2
Don't warn about unbound vertex buffers being 0-sized
2020-05-26 10:51:24 +01:00
baldurk
3ee0ddca1a
Use OpLine information for SPIR-V debugging
2020-05-25 19:29:16 +01:00
baldurk
45d15596de
Make glGetTexImage blit fallback support more robust. Closes #1907
2020-05-25 16:27:53 +01:00
baldurk
4055e9f2f3
Add version check in newly added serialise
2020-05-25 12:03:09 +01:00
baldurk
f39e05a4d6
Add support for DelayForDebugger option on linux
2020-05-23 00:20:15 +01:00
baldurk
b8c9a30d7a
Fix broken trim function if only one character was left after whitespace
2020-05-23 00:20:15 +01:00
baldurk
aba76af848
Refactor ReadAll() for strings to support linux /proc files
...
* These files have no byte sizes so we can't seek to the end and start. We need
to instead just read them chunk-wise.
2020-05-23 00:20:15 +01:00
baldurk
61fa402fdb
Use ptrace to improve tracking of child processes on linux
2020-05-23 00:20:15 +01:00
baldurk
d7ed861f9b
Register child processes on linux by intercepting fork. Closes #1883
2020-05-22 22:33:18 +01:00
baldurk
df9b7a36c3
Set sockets on posix to be FD_CLOEXEC
...
* This ensures target control sockets aren't inherited into child processes
inadvertently and give incorrect idents for processes.
2020-05-22 22:33:18 +01:00
baldurk
7539533cb9
Populate new child processes immediately in capture connection panel
2020-05-22 22:09:44 +01:00
baldurk
4f227e25b8
Add config setting to hide descriptor initial contents
...
* The structured data for these can get unreasonably large when there are a lot
of descriptors.
2020-05-22 15:06:14 +01:00
baldurk
e265a1bfb4
Add support for VK_EXT_inline_uniform_block
2020-05-22 14:03:47 +01:00
baldurk
d71dadda9d
Update vulkan headers to 1.2.141
2020-05-21 17:53:37 +01:00
baldurk
4835a65a75
Add missing handling of performance counter structs/enums
2020-05-21 17:53:37 +01:00
baldurk
e17532c4ed
Fix decoding of integer vertex attributes
2020-05-21 17:53:37 +01:00
baldurk
b468be50d3
Update build process for SPIR-V plugins
2020-05-21 17:53:37 +01:00
Aliya Pazylbekova
50438987df
Vk Pixel History: depth images history
...
Add support for requesting pixel history for depth/stencil images.
Also, adjust which index is used to patch primitive ID and fixed
fragment color shaders. Before it was using the index of the target
image in the framebuffer attachments. But it should be the index of the
corresponding color attachment.
Add support for other depth/stencil formats (other than D32_SFLOAT).
Remember the depth/stencil attachment format to correctly update the
values.
2020-05-21 17:53:21 +01:00
baldurk
724b6185ee
Don't trash tracked state when doing depth MSAA to array copy
...
* We save and restore the render state, but GLRenderState only sets the state
directly on GL, if we make state changes through the driver our tracking will
get out of sync.
2020-05-20 20:19:43 +01:00
baldurk
597230f352
Don't restore buffer bindings if they weren't changed
2020-05-20 20:19:42 +01:00
Aliya Pazylbekova
6362e7fe70
Vk Pixel History: multiple subpasses, limited info
...
Do not crash on multiple subpasses, do not do work that requires
stopping and resuming renderpasses. This will provide very limited
information if multiple subpasses are involved (just events that passed
an occlusion query and test they failed (if any))
2020-05-20 20:19:29 +01:00
tabi.katalin
f1bd727dff
Add support for ARM counters
...
Adding support for ARM counters via a third-party lib.
The main target platform is Android.
2020-05-20 20:19:17 +01:00
Kevin McCullough
6a2415f334
Add platform Switch defines.
2020-05-20 15:50:47 +01:00
baldurk
aa17b1e282
Bump version to 1.9
2020-05-20 15:40:12 +01:00