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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
baldurk
026da176bb
Update copyright years to 2021
2021-01-13 13:56:10 +00:00
baldurk
fbb17becf9
Only display base filename in loading progress dialog, not whole path
2021-01-13 12:50:34 +00:00
baldurk
0b12a2d16f
Always create RTV for wrapped swapchain buffers even if wrapper exists
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* This can happen if the application calls ResizeBuffers without releasing all
references - the texture is not recreated but we destroyed the RTV, so we need
to create the RTV again.
2021-01-13 12:02:30 +00:00
baldurk
a3007ffa05
Make sure BDA capture/replay bit is enabled
2021-01-13 10:42:46 +00:00