Commit Graph
10393 Commits
Author SHA1 Message Date
baldurk cbf7239607 Fix GL binding applying re-sort permutation to binding points 2018-04-20 15:40:20 +01:00
baldurk 342d86242b Fix incorrect interpretation of spec text in unpack state. Closes #952 2018-04-20 15:40:20 +01:00
baldurk 4312953ab8 Make sure to init PostVS buffers before fetching
* Normally a mesh rendering replay output would do this implicitly when
  an event is selected, but if accessing purely through script this may
  not happen, so we should initialise it ourselves here.
* If it's already init'd, it's almost free to call again.
2018-04-20 15:40:20 +01:00
baldurk 9f07b073dc Fix vector iterator invalidation properly - store as index and restore
* The previous fix was insufficient, the iterator being at end() is only
  one way push_back can invalidate it, the other is if the array being
  expanded is large enough (or things are just right) that the vector
  resizes.
2018-04-20 15:40:20 +01:00
baldurk 701fd0282a Only append comparison/min/max status to filter, don't replace 2018-04-20 15:40:20 +01:00
baldurk 557dc71d42 Only add cache as derived resource if it's non-NULL 2018-04-20 15:40:20 +01:00
tabi.katalinandBaldur Karlsson f84eb1f180 Get default Activity on Android 6.0
"cmd package resolve-activity" is only available from Android 7.0. Pre Android 7.0 we can use "pm dump <packagename>" to get the default Activity name.
2018-04-19 18:13:16 +01:00
scottmarslandandBaldur Karlsson e7dec9e5ae Fixed the removal of the device frame capturer in vkDestroyInstance. 2018-04-18 15:41:32 +01:00
baldurk 6e152884ce Concatenate GL shader sources before attempting to separable-patch
* Since we search for #version, if it appears in a separate source
  string from the rest of the shader, we fail to find the right place to
  insert the patch blocks. If we concatenate first, it makes it easier.
2018-04-13 17:01:07 +01:00
baldurk 8f3b2d9b60 Enable GL_DEBUG_OUTPUT_SYNCHRONOUS to work around nvidia driver bug
* Some queries around VAOs and index buffers don't work correctly
  without this flag set.
2018-04-13 16:43:45 +01:00
baldurk e51a14f18a Fix display of RTVs and DSVs in D3D12 pipeline state viewer 2018-04-13 16:43:44 +01:00
Noah FredriksandBaldur Karlsson 93866387a7 Fix illegal vkCmdPipelineBarrier
Adhere to vkImageMemoryBarrier valid usage:
If image has a depth/stencil format with both depth and stencil
components, then aspectMask member of subresourceRange must include both
VK_IMAGE_ASPECT_DEPTH_BIT and VK_IMAGE_ASPECT_STENCIL_BIT
2018-04-13 13:34:06 +01:00
baldurk b88d6eaf86 Print resource ID with missing reference message.
* This makes it easier to track down after the fact.
2018-04-09 17:11:26 +01:00
baldurk 4dca51ae0b Include EID in shader reflection cache key for GL. Closes #951
* On GL shader reflection is mutable but only between different events
  (we can expect it to be consistent/cacheable for a single event).
* We don't want to delete shader reflection pointers out from under the
  UI, and it's not feasible to invalidate all pointers it might hold at
  any point - e.g. previous to this change when a ReplayLog happens.
* Instead we just add another dimension to the cache key and allow the
  cache to bloat more on GL, preserving possibly redundant reflection
  objects.
2018-04-09 17:11:26 +01:00
baldurk bd983ad783 Handle double precision when converting to vulkan format 2018-04-09 17:11:26 +01:00
baldurk 96629e8e96 Unpack non-texel-buffer compatible formats when doing Post-VS on vulkan
* We were already fetching and compacting vertex buffers so this wasn't
  as big a change as expected - it just needs to expand out e.g.
  R16G16B16A16_SNORM to R32G32B32A32_SFLOAT so that it can be created
  as a texel buffer (where the former may only be supported via fixed
  function vertex inputs).
2018-04-09 17:11:26 +01:00
baldurk 6aa7345016 GL min/max lod and lod bias are sampler parameters as well as texture 2018-04-09 17:11:26 +01:00
baldurk 3224df835b Fix disassembly view not working in shader viewer list of files 2018-04-09 17:11:26 +01:00
baldurk ba2280c5c7 Apply extra sort to SPDB file list to put entry file first. Closes #950
* This isn't 100% reliable but it seems reasonably consistent that while
  the first file in the streams isn't always the entry file, the first
  name of a file in the list of names which map to files is. So we
  re-sort by the list of names.
2018-04-09 17:11:25 +01:00
Jimmy LeeandBaldur Karlsson 6c35697edc fixed a problem that is preventing opengl es capture 2018-04-06 22:50:30 +01:00
baldurk 3129a44495 Actually comment out skipped fixed-size members. Closes #948 2018-04-06 14:11:52 +01:00
baldurk d51f968ffd Fix an issue with obj references stacking up on def contexts. Refs #924 2018-04-06 10:34:02 +01:00
baldurk e4bda8d7bd Implement queue-level markers (begin/set/end) on D3D12 2018-04-05 18:35:05 +01:00
baldurk b4878bf4e9 Fix auto-detection and manual specification of conversion formats on CLI 2018-04-05 17:51:40 +01:00
baldurk 6102b638a6 Add an overflow system for descriptor pools that have high use
* This can happen in cases where the application syncs to the GPU after
  using one set of descriptors from a pool, resets it, and then
  allocates more descriptors out of the pool to use later in the frame.
* Since we allocate all descriptors up-front before the frame starts we
  end up allocating more than the high-water mark, and running out of
  room in the pool.
* Instead we just allocate duplicates of the pool as needed, as overflow
  space, and then use those overflow pools to satisfy any extra need.
2018-04-05 17:34:13 +01:00
baldurk 6e5ee75215 When binding framebuffers, GL_FRAMEBUFFER target sets read and draw FBs
* This is in contrast to most other framebuffer functions, where
  GL_FRAMEBUFFER acts as an alias for GL_DRAW_FRAMEBUFFER.
2018-04-05 16:23:20 +01:00
baldurk 2974ca8d12 Delete replay outputs on replay thread, not on UI thread
* On OpenGL this can cause problems with not being able to make the
  output context current because it's already current on the replay
  thread.
2018-04-05 12:34:22 +01:00
baldurk 4047595811 Forward dummy ID3D11Debug QueryInterface to device. Closes #946 2018-04-05 11:10:36 +01:00
baldurk c075c3cfbb When showing previous instances, include current instance in search list
* For vertex picking we want to pick from all visible instances, so the
  max should be curInstance + 1 (which is the default).
2018-04-05 11:08:16 +01:00
baldurk 3387f49efb For input vertex picking, return current instance always. Closes #944
* Since we aren't displaying multiple instances we don't want to change
  the instance selection, so instead of returning 0 return the currently
  selected instance.
2018-04-05 11:07:44 +01:00
baldurk 42cf604d38 Fix travis commit message length check 2018-04-05 10:43:23 +01:00
baldurk f76545c64e Use the correct set of physical devices during replay 2018-04-04 17:59:40 +01:00
baldurk 97fcff0254 Try to identify versions of adb that have whacky error prints 2018-04-04 17:56:33 +01:00
baldurk 0ecc8ed0e5 Fix a reported NULL pointer dereference when exporting GL state to HTML 2018-04-04 17:53:28 +01:00
baldurk 35865efef2 Always use git commit hash to identify android build
* This prevents reinstall issues if the UI is looking for a plain major/
  minor versionName and the apk was built with a commit hash.
2018-04-04 16:52:44 +01:00
baldurk c5612dc7dc Add out typemap for rdcpair that passes through ConvertToPy 2018-04-04 16:19:17 +01:00
baldurk c84cba4b88 Use proper constant IDs instead of relying on output constID 2018-04-04 15:57:43 +01:00
baldurk 4b4ce8dc01 Until proper support is added, prevent crashes by decaying VB formats
* Unfortunately some formats are *only* supported through VB fixed-func
  inputs, and not through any other access (like texel buffer access).
* As a result, it's invalid for us to just create buffer views using
  these formats to read from, so we will need to read-back the data to
  the CPU, decode and unpack to another format that is supported, and
  then re-upload. In some cases this might be extremely complex (e.g.
  64-bit wide formats that have no easily supported fallback).
* In the meantime, we just re-write the format to R8G8B8A8_UNORM. It
  will return the wrong data, but will at least not crash.
2018-04-03 17:10:27 +01:00
baldurk 378c5d928e Demote a log print to a debug log 2018-04-03 17:10:26 +01:00
baldurk 1e3c827edc Use image type not sampled image type, to get dimension. Closes #923 2018-04-03 17:10:25 +01:00
baldurk a5f116f451 Add ToStr for DXGI_ERROR_UNSUPPORTED 2018-04-03 17:10:24 +01:00
baldurk 2fb9429f5b Add nointerpolation on floats where they are packed with ints
* This makes shader debugging interfaces match better to pick up
  interpolators correctly.
2018-04-03 17:10:23 +01:00
baldurk ada2222d8f Don't allocate wholeMemBuf buffer for memory that doesn't allow buffers
* Some memory types may not be compatible with buffers, so allocations
  in those memory type indices we just don't create a spanning buffer,
  as it won't be needed anyway to restore memory contents.
2018-04-03 17:10:21 +01:00
baldurk 0c130982ac Fix problem added in .sln recently 2018-04-03 17:10:20 +01:00
baldurk 9685f5e9c5 Clarify that clicking 'No' to not elevate installs the layer per-user. 2018-04-03 17:10:19 +01:00
baldurk fbf483e401 Add mention of the symbol server to the README 2018-04-03 17:10:18 +01:00
baldurk 0cbcba2413 Fix issues with displaying UAVs in D3D12 pipeline state. Closes #926 2018-04-03 17:10:16 +01:00
baldurk 2d8981faf5 Fix backwards logic enabled/blend enabled columns in D3D11 pipe state 2018-04-03 17:10:08 +01:00
baldurk 6c3c488a4c Fix typo of knosole -> konsole 2018-04-03 11:46:09 +01:00
reinsteamandBaldur Karlsson 714b37ded5 Various fixes for PR
- Various style-related fixes
- Loading NvPmApi.dll from plugins directories
- Added copyright notice to newly added files
- Replaced local fixed size array of `char` with std::vector<char>
- Removed `FlushGPU`
2018-03-28 19:27:44 +01:00