baldurk
e00d2e28c5
Enforce that all tests are unique (to avoid copy-paste problems)
2019-10-24 18:02:53 +01:00
baldurk
fef94ef012
Add more tests of raw/structured buffer debugging
2019-10-24 18:02:53 +01:00
baldurk
4aa3c967ac
Fix byte-addressed 4-component loads in shader debugging
2019-10-24 18:02:53 +01:00
tabi.katalin
4037927834
Fix histogram shader compilation for GLES
...
These are not supported in GLES and causes shader compile errors when replaying a capture:
- OpenGL does not allow swizzles on scalar expressions
- implicit cast from "int" to "float"
- implicit cast from "int" to "uint"
Scalar swizzling can be replaced by vec4 and constant types can be explicitly specified.
2019-10-24 18:02:10 +01:00
baldurk
875e27d844
Don't bounds check bindset against spaces in D3D12
...
* In D3D12 bindset != space because spaces can be incredibly sparse and are
arbitrary. So we can't check that the bindset is in 0...#spaces.
2019-10-23 19:42:07 +01:00
baldurk
b8302beac1
Fix error when loading validation layers in vulkan replay
2019-10-23 17:10:26 +01:00
baldurk
a3af488927
Don't recursively call IsSupported from GetFriendlyName (and vice-versa)
2019-10-23 17:09:26 +01:00
baldurk
a08455c4fb
Don't crash if vertex buffer stride is 0 when picking vertices
2019-10-23 11:23:32 +01:00
baldurk
bb8c8294e5
Ensure we always create a reflection object, even if it's empty
...
* Fixes crashes with DXBC objects that only contain input/output signatures
2019-10-22 20:34:20 +01:00
baldurk
92e2899ca3
Add support for DXGI desktop duplication API
...
* We treat it the same as OpenSharedResource/Handle, an opaque resource fetched
from elsewhere and wrapped, instantly treated as dirty.
2019-10-22 13:13:36 +01:00
Alexandros Frantzis
ba3df46052
Fall back to EGL for GL replay
...
We want to try to use the EGL platform as a fallback when the GL
platform can't create a GL context, since EGL_DEFAULT_DISPLAY might
still provide a workable EGLDisplay. This, for example, allows us to
replay traces when on-screen display is not required, by using the Mesa
surfaceless platform (by setting the "EGL_PLATFORM=surfaceless" Mesa
environment variable).
2019-10-22 11:07:47 +01:00
baldurk
70780b0750
32-bit compile fixes
2019-10-21 16:06:02 +01:00
baldurk
fd5fd7269a
Split up texture viewer status bar into separate items to wrap better
2019-10-21 13:56:10 +01:00
baldurk
00b217f6f7
Fix issues with flow layout sizing when too small
2019-10-21 13:51:30 +01:00
baldurk
a602e7ab1c
Add string form for missing ReplayStatus return codes
2019-10-21 13:05:05 +01:00
baldurk
02520ed8f7
Don't use full filename as texture name in image viewer
2019-10-21 12:28:18 +01:00
baldurk
3cbce1f0c4
Fix calculation of dataSize and using wrong pitch in WriteToSubresource
2019-10-21 12:28:18 +01:00
baldurk
bdf2f046d9
Add stubbed out DXIL bytecode decoder
2019-10-18 23:02:26 +01:00
baldurk
e0ea5ed3da
Split out DXBC bytecode to be separate from DXBC container
2019-10-18 23:02:19 +01:00
baldurk
91c9afb655
Move reflection data into separate struct in DXBC
2019-10-18 21:33:39 +01:00
baldurk
2a21bd8d5e
Move DXBC ShaderType to enum class in common header
2019-10-18 20:57:35 +01:00
baldurk
cd020007d2
Rename dxbc_inspect.* to dxbc_container.*, and DXBCFile -> DXBCContainer
2019-10-18 20:57:35 +01:00
baldurk
2a1baae8a9
Add decoder of LLVM block-stream
2019-10-18 20:57:35 +01:00
baldurk
a9a094bcdd
Add bit reader to decode low-level LLVM bitstream
2019-10-18 20:57:35 +01:00
baldurk
6140701358
Add stub DXIL project
2019-10-18 20:57:35 +01:00
baldurk
0bd249c44e
Add missing .c_str() when formatting strings
2019-10-18 20:57:23 +01:00
baldurk
30fe42672b
Declare multidimensional arrays in right order in SPIR-V disassembly
2019-10-18 15:42:13 +01:00
baldurk
9d05ab992e
Handle reflecting runtime arrays of arrays
2019-10-18 15:35:54 +01:00
baldurk
1cfa46e771
Don't call D3D12 FirstFrame() on destruct, but on construct
2019-10-18 15:35:38 +01:00
baldurk
7533c6b7ac
Improve handling of different cases registering vulkan layer on linux
...
* In particular, if there is a mismatched layer registered under e.g. /etc then
we always need to elevate, even if the user wants their layer to be fixed and
registered user-local.
2019-10-16 15:12:38 +01:00
baldurk
6562185e1a
When using a terminal emulator to sudo, print the command
2019-10-16 15:11:20 +01:00
baldurk
b48b3fb87e
pkexec is not a reliably graphical sudo, don't use it
2019-10-16 13:39:24 +01:00
baldurk
52e0ecf543
Add dlsym hooking for extreme cases on linux. Closes #1551
2019-10-16 13:02:59 +01:00
baldurk
a59d17f5b8
Fix bug with structured buffer loads on D3D11
2019-10-15 17:35:01 +01:00
baldurk
f5cc5c22ad
Don't display typed buffers as structured in D3D11 pipeline state
2019-10-15 17:34:38 +01:00
baldurk
9548274a60
Store specified GPU address in vulkan info on replay
2019-10-15 16:08:21 +01:00
baldurk
eee1efcf4f
Handle naming forward pointer types better in SPIR-V disassembly
2019-10-15 15:07:42 +01:00
baldurk
03ddc61779
Support rich resource text in buffer viewer
2019-10-15 15:05:38 +01:00
baldurk
328666e71f
Fix clipping of rendered rich resource text
2019-10-15 15:04:56 +01:00
baldurk
553957f933
Fix memory reference tracking of forced references
2019-10-15 14:18:07 +01:00
baldurk
ae833182cb
Remove a couple of outdated TODO items
2019-10-15 13:10:17 +01:00
baldurk
125cee09ef
Add support for VK_KHR_timeline_semaphore
2019-10-15 12:51:11 +01:00
baldurk
d48b84d8f5
Pass buffer length to format string parse, for better default format
...
* If we are only looking at a 4-byte buffer, don't use a uint4 default or it
will fail to display anything
2019-10-15 10:54:42 +01:00
baldurk
179dbb0e43
Display sample mask in D3D12 pipeline state
2019-10-14 14:06:42 +01:00
baldurk
6be0736d24
Update miniz to 2.10 with ZIP64 support
2019-10-14 14:06:42 +01:00
baldurk
e371b5ab72
Update vulkan headers to 1.1.125
...
* Add support for VK_KHR_spirv_1_4
2019-10-14 10:14:27 +01:00
baldurk
d3a4f5dc09
Expand locking around vulkan queues
...
* Submits need to be atomic vs starting and ending captures, or a partial submit
could be included in the capture.
2019-10-11 13:07:36 +01:00
baldurk
2f82e3a23a
Tweak SERIALISE_ELEMENT_ARRAY to allow chained properties
...
* E.g. SERIALISE_ELEMENT_ARRAY(foo, bar).Named("foo_real");
2019-10-11 13:07:36 +01:00
baldurk
5acb6af862
Fix some painting not reacting to different fonts correctly
2019-10-11 13:07:36 +01:00
baldurk
83c98f1ff7
Tweak rich resource text rendering to match non-rich text positioning
2019-10-11 13:07:36 +01:00