Commit Graph

11870 Commits

Author SHA1 Message Date
baldurk d5fb1cfe4b Work around driver issues creating shared contexts on EGL. Closes #2162
* Some drivers seem to fail when trying to share between GLES2 and GLES3 though
  the spec seems to suggest this should work fine. As a workaround if the
  context fails to create, try creating with the same context client version as
  the existing context.
2021-01-25 11:20:21 +00:00
baldurk 106999a43a Fix leak of descriptor memory during each capture on D3D12 2021-01-25 11:13:28 +00:00
baldurk e6601672ec Delete net worker when net manager thread completes 2021-01-22 14:57:48 +00:00
baldurk dae98c3547 Remove memset of struct that's no longer POD 2021-01-22 14:57:35 +00:00
baldurk e292bae3fa Update valgrind suppression file 2021-01-22 14:57:23 +00:00
baldurk 5ce6093661 Pick resident set memory for current memory usage on linux
* The virtual size can be much bigger than the actual amount of memory in use
  that we care about.
2021-01-22 14:20:11 +00:00
baldurk 019d75cd0d Fix demos project compilation on linux 2021-01-22 14:19:33 +00:00
baldurk 0ade24d38a Fix corruption when buffer is deleted after resize mid-frame 2021-01-22 14:19:16 +00:00
baldurk f45bdcb49a Fix Iter_Test and Repeat_Load for newest python API 2021-01-22 13:24:48 +00:00
baldurk a377a61aa2 Clarify acceptable use for issues and support even further
* Capturing copyrighted programs is absolutely not supported or tolerated.
2021-01-22 13:23:53 +00:00
baldurk ba06717842 Don't fetch resource lists for unbound shader stages
* This is a minor optimisation when there are large numbers of bound resources
  that are available (duplicated) to all shader stages. There's no point
  fetching them when there's no shader bound there.
2021-01-21 11:30:50 +00:00
baldurk a4fd53af8f Fix a crash if capture viewers are changed while processing SetEvent
* This could happen in particular now that thumbnails are capture viewers.
2021-01-21 11:28:23 +00:00
baldurk c002c71fe8 Don't display buffers as thumbnails in texture viewer
* This is a holdover from simpler binding times, these days it makes more sense
  to omit buffers than try to hold onto those bindings even when they don't
  contain textures.
2021-01-21 10:43:37 +00:00
baldurk be3a6a5dfb Set counter-fetching mode around IHV counters on OpenGL
* This mode suppresses the default behaviour to end unbalanced things like
  transform feedback and queries, and also stops the capture from using queries
  that might be in use outside.
2021-01-20 20:54:08 +00:00
baldurk 57bb5a73fe Make lack of intel GL counters more obvious to user
* We do the odd thing of adding another fake counter which returns 0s, to direct
  the user to disable paranoid mode in order to enable more perf counters.
2021-01-20 20:40:19 +00:00
baldurk 40f83cfbfd Fix lag in updating texture viewer display when selecting new draws 2021-01-20 17:15:34 +00:00
baldurk 20d8ae2dcf Fix display of 3D texture slices when linear sampling
* When displaying mip 0 of a texture at less than 100% zoom we linear sampling,
  but we don't want to linear sample across slices. Adding a half pixel offset
  in z ensures we sample precisely on the slice itself.
2021-01-20 17:15:34 +00:00
Marcin Ślusarz 309a08373b Put units in table header instead of each row. 2021-01-20 17:15:16 +00:00
baldurk 3d9bba65c8 Fix resizing issue with vulkan scissors display 2021-01-19 17:39:12 +00:00
baldurk f263e244f4 Tweak allowed memory increase when loading VK_Large_Descriptor_Sets 2021-01-19 17:25:35 +00:00
baldurk 0a5353a398 Test inverse viewport height in VK_Mesh_Zoo, with rendering and picking 2021-01-19 17:20:59 +00:00
baldurk 0c410d40ef Fix issue showing whole pass in mesh viewer with inverse view height
* In particular this was breaking if not all draws in the pass used an inverse
  view (unlikely in practice, but comes up in our tests).
2021-01-19 17:20:15 +00:00
baldurk 1fe92989b7 Fix aspect ratio calculation for negative viewport height 2021-01-19 17:10:09 +00:00
baldurk 64131e0510 Test vulkan overalys with rasterizer discard and otherwise invalid state
* E.g. no viewport/scissors bound.
2021-01-19 16:43:57 +00:00
baldurk d607c7dfaa Add debug option to log command buffer recording on vulkan 2021-01-19 16:35:02 +00:00
baldurk ed50a0e01a Add workaround for Qualcomm driver issue
* Calling vkCmdSetLineWidth() before binding and dispatching a compute pipeline
  seems to crash on Qualcomm drivers. We rarely need to prepopulate dynamic
  state without a pipeline bound, so just skip this one state in that case on QC
  devices.
2021-01-19 16:25:17 +00:00
baldurk 086b038d0b Add simple checks for large memory leaks
* Smaller memory leaks are harder to differentiate from noise, so we go for a
  large enough leak to be noticable over time (50,000 frames).
2021-01-19 15:22:12 +00:00
baldurk ac3b923075 Allow querying DXGI swapchains for IDXGIObject & IUnknown
* This will only work if we still get the expected resource back under the hood
  though. Fingers crossed?
2021-01-19 12:06:37 +00:00
baldurk 7125104c3d Disable buggy bandicam vulkan layer. Closes #2152 2021-01-19 10:25:59 +00:00
baldurk 7e5fc40779 Ignore number of captures made in D3D11_Swapchain_Zoo 2021-01-18 14:18:34 +00:00
baldurk c1c36f06ba Handle failed allocation in EXR image viewing path 2021-01-18 13:23:22 +00:00
baldurk 2070e74cf1 Restore image auto-update on change feature
* This was apparently never ported over to Qt!
2021-01-18 13:22:36 +00:00
baldurk 84dabc7b54 Update buffer size when it resizes mid-capture. Closes #2149
* We need to be careful with this, as we want to update the buffer's creation
  chunks without invalidating any data that may be present there.
2021-01-18 12:20:16 +00:00
baldurk 03db0c480e Fix override warning 2021-01-15 21:40:24 +00:00
baldurk ee5d3f5837 Compile fix for linux 2021-01-15 19:32:41 +00:00
baldurk 3d52d5acaf Change window title to reflect development/release builds 2021-01-15 16:50:48 +00:00
baldurk 474c88a07e Clamp height to non-zero in GL initial state 2021-01-15 16:50:37 +00:00
baldurk 924c513d70 Fix cases where empty-range ellision in D3D12 pipeline state breaks
* We can't assume ranges in root signature elements map to shader binding
  arrays, there is a many:many relationship (one range can have multiple
  elements, or only part of an array, one array can have multiple ranges).
2021-01-15 14:57:34 +00:00
baldurk 6d1e37de3a Display bind array index in register name on D3D12 pipeline state 2021-01-15 14:14:50 +00:00
baldurk 1ce0958398 Add helper for setting images in labels 2021-01-15 12:36:14 +00:00
baldurk 86ca794494 Add test to check ID3DDeviceContextState refcounting/rewrapping 2021-01-15 11:33:13 +00:00
baldurk a544223f07 Fix crash when an object is destroyed and re-used mid capture 2021-01-14 22:33:07 +00:00
baldurk 99725b1dc4 Use devicePixelRatioF to calculate texture viewer coords. Closes #2148 2021-01-14 12:03:07 +00:00
baldurk a083680b08 Test that primitive restart is enabled for either GL state 2021-01-13 16:29:01 +00:00
baldurk bb5834fd1c Add test of root signature ranges larger than the descriptor heap 2021-01-13 16:07:43 +00:00
baldurk edc0d1d46f Ignore stream-out parameters if no stream-out is enabled on D3D12 2021-01-13 15:54:10 +00:00
baldurk ec50e9005a Test inline uniform block descriptors in VK_CBuffer_Zoo 2021-01-13 15:32:09 +00:00
baldurk beb7c9a636 Don't accumulate references from inline uniform block descriptors 2021-01-13 15:26:22 +00:00
baldurk 92192ef348 Add test to ensure vkBindBufferMemory2 can be split up 2021-01-13 14:48:40 +00:00
baldurk f5a99d47a2 Update D3D headers in test project 2021-01-13 14:25:54 +00:00