baldurk
e607e45a92
Handle multiple switch statements in DXBC shaders
...
* Without this when a default statement is hit we would never properly process
the matching endswitch
2022-01-25 15:19:41 +00:00
baldurk
a8b6981b14
Fix backwards check in vulkan fatal error detection. Refs #2460
2022-01-25 15:19:39 +00:00
baldurk
2691b63891
Bump version to 1.19
2022-01-25 15:19:21 +00:00
baldurk
3996d037b9
Add support for Vulkan 1.3 and Roadmap 2022 profile
v1.18
2022-01-25 13:10:37 +00:00
baldurk
e0ed64d655
Update to SPIR-V 1.6
2022-01-25 13:10:37 +00:00
Remi Palandri
b63033c5e6
add serialization for shader messages in VKPipe
2022-01-25 09:07:08 +00:00
Remi Palandri
3f71e1739c
add nonsemantic to list of replay exts
2022-01-21 23:57:58 +00:00
baldurk
35c6ba8335
Ignore device layers on vulkan for better compatibility
...
* Device layers are deprecated and should not be enabled, if the application
does so then we may think different extensions are available. Instead just
explicitly use the list of layers from the instance.
2022-01-21 10:35:12 +00:00
baldurk
53b09724a1
Fix issues trying to patch simple/tiny DXIL shaders
2022-01-21 10:34:40 +00:00
baldurk
e0b4a2771f
Don't use existance of renderpass to determine graphics vs compute pipe
...
* When using dynamic rendering there is no renderpass object even for graphics
pipelines
2022-01-21 10:34:40 +00:00
Remi Palandri
62bbbbdcf7
remove modified resources from m_LiveIDs
...
when a resource is replaced, its liveID needs to be replaced as well instead of cached in m_LiveID.
2022-01-21 10:23:52 +00:00
baldurk
348fb914cb
Protect against write-after-write hazards when applying initial states
2022-01-13 14:30:59 +00:00
baldurk
cc9fab3659
Handle a NULL device passed into IDXGIOutput::FindClosestMatchingMode
2022-01-13 14:14:07 +00:00
baldurk
8435a1ab72
Allow debugging SPIR-V 1.6 modules
2022-01-12 15:08:47 +00:00
baldurk
4a339a4369
Add support for VK_EXT_texture_compression_astc_hdr
2022-01-12 15:08:36 +00:00
baldurk
c6ee124ef0
Add support for VK_EXT_4444_formats
2022-01-12 14:52:49 +00:00
baldurk
cb89263096
Fix vkBindBufferMemory2 querying for BDA details before memory bind
2022-01-12 13:59:27 +00:00
baldurk
6245639537
Respect the returned shader model support from D3D12 driver
...
* If the application supports >= SM6.6 then we would previously unconditionally
just clamp to SM6.6. However we also need to let the driver clamp in case it
only supports SM6.5 or older
2022-01-12 13:54:13 +00:00
baldurk
ed3a0266d1
We still need to patch store ops away from DONT_CARE on fastest replay
...
* Fastest replay optimisations mean applying all optimisations but we can't
break the ability to debug - without patching this, using DONT_CARE on store
might mean we can't inspect renderpass contents from part-way through. Even
partially replayed they can be discarded by the driver if the store op is
still DONT_CARE
2022-01-12 13:47:19 +00:00
baldurk
ef5de41140
Never replay semaphore work on vulkan queue submissions
2022-01-12 13:17:02 +00:00
baldurk
daf498f704
When forcing buffers to be referenced for BDA purposes, use read ref
...
* Buffers are always treated as 'read' even if they're written because only
sparse buffers have initial states and become dirty. The memory behind the
buffer is instead the thing that is treated as written.
2022-01-12 11:24:22 +00:00
baldurk
4d26628a3c
Don't store cap-referenced desc sets as objects directly
...
* When we see a descriptor copy during a frame capture we force the source
descriptor set to be included since it may never be bound to a command buffer,
but it may also be deleted so instead we AddRef the record to keep it alive
and store the id & record directly.
2022-01-12 11:24:22 +00:00
baldurk
cb066ee905
Don't add SSBO variable to interface if it's not used
2022-01-12 11:24:22 +00:00
baldurk
0620a8f114
Allow customising the fixed/monospace font as well. Refs #2443
2022-01-12 11:24:22 +00:00
baldurk
83f4b0bfcc
Don't treat OOM in post-vs code as fatal, since we handle it gracefully
2022-01-12 11:24:22 +00:00
baldurk
089126c34b
Add a new in-app API function ShowReplayUI to raise the UI window
...
* This is not guaranteed to work, e.g. on windows where for good reason
background windows can't necessarily raise themselves.
2022-01-12 11:24:22 +00:00
baldurk
3587f8e448
When closing multiple capture connections apply 'No to All' answer wider
...
* This means if you're closing multiple connections and click 'no to all' when
prompting save of instead of discarding just the captures in that connection
then going on to prompt for the next, it discards all remaining captures.
2022-01-12 11:24:22 +00:00
baldurk
49876a1043
Fix incorrect calculation of alignment for pessimistic external memory
2022-01-10 19:57:31 +00:00
baldurk
b89e0712b2
Fix missing case handling S8 in vulkan formats
2022-01-10 18:49:57 +00:00
baldurk
6a7ca28809
Fix compile error
2022-01-10 18:48:19 +00:00
baldurk
755d141840
Don't leak allocated memory when exporting GL structured data
2022-01-10 17:53:39 +00:00
baldurk
a0d40073ce
Allow customising the font family. Closes #2443
2022-01-10 17:53:18 +00:00
baldurk
a16e1e7995
Add a python script to sort .ui files so grid layouts are in order
...
* This will help in future to keep diffs more readable
2022-01-10 17:30:57 +00:00
baldurk
1c3f30d90d
Resave all UI files with Qt Creator 5.15
...
* This gets rid of anything that might be changed with the latest version when
updating these files
2022-01-10 16:57:43 +00:00
baldurk
b87c22b081
Track command buffer and root debug msgs separately. Closes #2435
...
* This also prevents messages from being populated after initial load to avoid a
never-ending increase of messages.
2022-01-10 14:51:24 +00:00
baldurk
cc2d49ad1c
Fix handling of unused attachments in dynamic rendering. Closes #2432
2022-01-10 14:05:51 +00:00
baldurk
27d26834f5
Struct array stride is only 16-aligned for cbuffers in D3D. Closes #2441
2022-01-10 13:45:13 +00:00
baldurk
657257dbbf
Remove fail-on-compile flag for vulkan PSOs on replay
2022-01-10 12:58:50 +00:00
baldurk
f1e81f69c5
Fix handling of S8 textures on vulkan. Closes #2428
2022-01-10 12:54:25 +00:00
baldurk
87bd7a4179
Demote error to warning when spec constants are unbound
...
* This is perfectly legal, the spec constant data provided in the pipeline is
just ignored. It's only a problem if this indicates some RenderDoc bug
matching up the constant IDs.
2022-01-10 12:53:37 +00:00
baldurk
d0563ebaea
Fix array overrun in test
2022-01-10 12:51:37 +00:00
baldurk
ea708dd816
Don't apply depth load and store ops to stencil aspect. Closes #2437
2022-01-10 11:49:13 +00:00
baldurk
ac457f0def
Only process program pipeline being bound if it's non-zero
...
* Unbinding the pipeline by setting 0 should still be serialised, but there's
nothing to reference or query for.
2022-01-10 10:53:27 +00:00
baldurk
f8476b53b5
Fix generated RP barriers to specify no queue transfer explicitly
...
* For concurrent images this is required, and for shared images it's still
valid.
2021-12-02 12:12:55 +00:00
baldurk
d6ef7d51ac
Bump version to 1.18
2021-11-26 17:39:16 +00:00
baldurk
22d4dc4574
Don't create temporary device if D3D12 is not supported
v1.17
2021-11-26 10:59:22 +00:00
baldurk
33751470f2
Fix random new CI failure by setting CMAKE_CXX_STANDARD_REQUIRED
2021-11-25 12:16:45 +00:00
baldurk
eb18acf224
Fix a crash opening performance counter viewer with capture open
2021-11-24 14:11:42 +00:00
baldurk
62babcb497
Fix python example for API change
2021-11-24 14:08:52 +00:00
baldurk
c8c3cc35fc
Fix crash in rdcarray comparison
2021-11-24 13:02:56 +00:00