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
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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
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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
baldurk
8b491e1530
Fix update of windows installer version number
v1.8
2020-05-20 14:20:11 +01:00
baldurk
8f2d7f91f2
Drop const as well since some compilers warn that it's redundant
2020-05-20 12:27:24 +01:00
baldurk
262e1f2627
Drop constexpr from compiled-out debug settings
...
* This works for everything but rdcstr unfortunately
2020-05-20 12:21:57 +01:00
baldurk
571b286eb3
Fix bytesize calculation of vertex output attributes
2020-05-20 11:52:24 +01:00
baldurk
fa9215477d
Update examples to latest python API
2020-05-20 11:51:52 +01:00
baldurk
3b00c2d127
Ignore pass boundaries and cmdbuffer boundaries in auto-generated passes
2020-05-20 11:27:46 +01:00
baldurk
cb0754969f
Compare UInt/SInt values appropriately when checking debugged outputs
2020-05-20 11:20:30 +01:00
baldurk
47f2fa8b93
Don't apply restart index if primitive restart is disabled
2020-05-20 11:20:13 +01:00
baldurk
c93d92467d
Be more forgiving with D/S sampling output
2020-05-20 11:03:55 +01:00
baldurk
43b6f850d9
Fix sincos output on D3D12 shader debugging
2020-05-20 10:51:23 +01:00
baldurk
8230ad5242
Fix push of settings file on android
...
* It seems the `files` folder isn't there by default, so we don't want to write
a file there instead.
2020-05-19 18:44:41 +01:00
baldurk
e5a4c57d25
Don't apply descriptor offset to byte offset fetching cbuffer from table
2020-05-19 16:40:30 +01:00
baldurk
ad86556ceb
D3D12CBufTag should refer to reflection-based index, not root sig index
2020-05-19 16:40:11 +01:00
baldurk
00986e0c16
Fix missing resource flags when creating MSAA initial states
2020-05-19 16:39:54 +01:00
baldurk
759fad10e3
Remove sleep accidentally left in
2020-05-19 16:35:10 +01:00
baldurk
a5fe4ebde5
Use enabled not available features to determine what shaders to create
...
* We still check available features to know which shaders we could create on
replay, to determine whether we should add STORAGE_BIT to MSAA images we want
to store into.
2020-05-19 12:57:28 +01:00
baldurk
5380b61b9d
Mute validation message about instance extension dependency
2020-05-19 12:38:17 +01:00
baldurk
2f86d3dd84
Add message to inactive window overlay showing cycling
2020-05-19 11:43:11 +01:00
baldurk
b8e841274b
Fix typecast preserving sRGB on GL
2020-05-19 11:42:41 +01:00
Raul Tambre
1478aeddde
Fix #1898 : Add missing QPointer include
2020-05-19 09:41:41 +01:00
baldurk
960f0b53eb
Add missing include. Closes #1896
2020-05-19 09:38:03 +01:00
baldurk
2b1b8bedf0
Print test runner output when running out-of-process
2020-05-18 16:58:23 +01:00
baldurk
4f99f03b73
Print a message showing which physical device was used on capture
2020-05-18 16:46:15 +01:00
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
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* 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