baldurk
e83bc8ed04
Remove memory index mapping from physical device record
...
* This never worked because the spec requires a coherent memory type and it must
be sorted first, many applications either used it anyway no matter how
unappealing we made it look or else ignored the coherent flag entirely but
treated memory as coherent anyway...
* The extra cold data pointer in the physical device record is the instDevInfo
2019-12-09 16:37:11 +00:00
baldurk
28e4039db8
Fixup secondary command buffer submission events
...
* When deleting events reserved for indirect draws we need to also fixup the
secondary command buffer base submission events or they'll be out of sync.
2019-12-06 15:47:22 +00:00
baldurk
ff30bd65e6
Remove VK_EXT_full_screen_exclusive when creating replay device
2019-12-06 14:55:11 +00:00
baldurk
67f56bf431
When creating SPIR-V bindpoint mapping ensure we cover all attrib binds
2019-12-06 01:04:12 +00:00
Steve Karolewics
149dbeab9b
Add helper function to fetch constant buffer data for D3D12 debugging
2019-12-05 19:23:45 +00:00
luckyxxl
7bf16a8e8b
fix glVertexAttrib*f capture
2019-12-05 12:37:38 +00:00
baldurk
cca4a42e5c
Fix vulkan environment variable name
2019-12-03 21:47:04 +00:00
baldurk
6d1d302491
Fix a number of warnings identified by higher clang warning levels
...
* We enable a couple of high signal-to-noise warnings in all clang builds
2019-12-02 20:41:28 +00:00
baldurk
759926493b
Don't add STORAGE_BIT to MSAA textures unless it's supported
...
* Now that we've decoupled MS->Array and Array->MS we might have the former even
if the latter is unsupported.
2019-12-02 20:41:28 +00:00
baldurk
5ba3026f68
Don't include alignment padding in returned alloc size. Closes #1625
...
* If we include the padding we might try to over-allocate the initial contents
and copy/fill beyond the valid size for the actual memory allocation.
2019-12-02 20:41:28 +00:00
baldurk
ff08748238
Ensure all files have trailing new-lines and enforce with clang warning
2019-12-02 20:28:05 +00:00
baldurk
fde74d4710
Handle thumbnails of 0 width or height without crashing
2019-12-02 14:08:46 +00:00
baldurk
01c80c4b14
Don't add vkQueuePresentKHR drawcall while replaying
2019-12-02 13:08:10 +00:00
baldurk
90c4c9855c
Remove unnecessary STL includes from header files
...
* Some of these were leftover and no longer needed, some only needed in a subset
of cpp files.
2019-12-02 11:59:55 +00:00
baldurk
8db0811678
Don't include ostream in rdcstr.h
...
* It's only needed for renderdoccmd and catch tests, so define it locally where
needed.
2019-12-02 11:15:07 +00:00
baldurk
f42d718ffa
Explicitly mark system chunks as internal in their names
2019-12-02 10:59:29 +00:00
baldurk
7aca655ffc
Don't access debug manager when structured exporting
2019-12-02 10:58:37 +00:00
baldurk
9e9423db41
Fix 32-bit compilation
2019-11-29 15:02:06 +00:00
baldurk
f3e0d98484
Add out of memory logging on rdcstr/rdcarray
2019-11-29 15:02:06 +00:00
baldurk
41e4f61ea8
Ensure a VAO is bound for depth MSAA<->Array copies
2019-11-29 15:02:06 +00:00
baldurk
267eb7f6ea
Ensure a sized format is used when creating MSAA textures. Closes #1623
...
* If the application used an unsized format like GL_DEPTH_COMPONENT to create
the texture with glTexImage2DMultisample then that's legal, but if we promote
it to glTextureStorage2DMultisampleEXT for DSA we can't continue to use that
unsized format so we need to convert to sized by picking a sensible default.
2019-11-29 15:02:05 +00:00
baldurk
23c3a38496
Create fake buffer for D3D11 UAV hidden counters. Closes #1593
2019-11-29 13:53:45 +00:00
baldurk
af2c0d2012
Add fake expanded root signature into structured data. Closes #1621
2019-11-29 13:53:45 +00:00
baldurk
18a85eed3d
Don't allocate memory for arrays when structured serialising
2019-11-29 13:53:45 +00:00
baldurk
e40094691c
Allow EXT|KHR_buffer_device_address
2019-11-29 13:53:45 +00:00
baldurk
e205054317
Add UI support for GPU typed pointers in buffers
2019-11-29 13:53:44 +00:00
baldurk
b3979262a5
Replace FormatElement with ShaderConstant/ShaderVariableType
...
* FormatElement is now a static BufferFormatter class to help generate and parse
buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk
324b96c977
Remove FormatElement::byteSize(), move to ResourceFormat
2019-11-29 13:53:44 +00:00
baldurk
89d794ed5a
Ensure even for special format GL returns sensible compCount/compType
2019-11-29 13:53:44 +00:00
baldurk
93add323e5
Disable stdout logging
2019-11-29 13:53:44 +00:00
Steve Karolewics
b1e6b2f13c
Fix D3D12 BeginEvent/SetMarker to use size in bytes
2019-11-28 19:32:08 +00:00
baldurk
b16dda9d4a
Update to vulkan headers 1.1.129
...
* Expand handling for EXT_buffer_device_address to cover
KHR_buffer_device_address
2019-11-27 16:14:40 +00:00
baldurk
b924f84d8d
Apply swizzle on resource parameter when doing loads. Closes #1619
2019-11-27 14:37:33 +00:00
baldurk
9f4fb3cd33
Don't lose forced SRGB texture remapping in D3D11/D3D12
2019-11-27 11:07:06 +00:00
baldurk
082521ec24
Fix texture remapping on GL for stencil textures
2019-11-27 11:05:43 +00:00
baldurk
11c39377b1
Handle range adaption in texture remapping
...
* This can be used in saving overlays, stencil, etc
2019-11-27 11:05:24 +00:00
baldurk
8e338de519
Fix clang compilation
2019-11-27 00:22:47 +00:00
baldurk
94ccfd5497
Don't set base/max level for rectangle textures
2019-11-26 17:38:27 +00:00
baldurk
04f349cbe8
Don't transition pArgumentBuffer unless we need to
...
* The buffer may be in an upload heap and be invalid to transition.
2019-11-26 17:38:27 +00:00
baldurk
9d34444b85
Ignore VK_SUBOPTIMAL_KHR return value from vkAcquireNextImageKHR
2019-11-26 17:38:27 +00:00
baldurk
7395456b7c
Deliberately leak android tool cache so it doesn't go out of scope
...
* We need this to survive until shutdown, and global destruction order is
undefined.
2019-11-26 17:38:27 +00:00
baldurk
938056a67c
Add support for serialising MSAA initial states on GL
2019-11-26 17:38:27 +00:00
baldurk
62dc2c5a91
Check that format/texture is supported on local proxy
...
* Even if we can map a remote format precisely to a local API format, that
doesn't mean the local API driver supports it - we need to check, otherwise
force a remap.
2019-11-26 17:38:26 +00:00
baldurk
a4372b2b5f
Fix size calculations in vulkan GetTextureData
2019-11-26 17:38:26 +00:00
baldurk
3daf899cef
Add internal marker for GetTextureData on Vulkan
2019-11-26 17:38:26 +00:00
baldurk
ab74df54ca
Use typecast provided at proxy texture creation time on D3D
...
* When we create proxy textures on D3D we create them as typeless, but this
means we might lose the only time we are told about the type interpretation of
the texture. If we then later get asked to view the texture as typeless, be
sure to use that type info to interpret it, instead of defaulting to UNORM or
FLOAT.
2019-11-26 17:38:26 +00:00
baldurk
edc8fb6bd6
Be more precise with texture remapping to handle integer textures
2019-11-26 17:38:26 +00:00
baldurk
45144ed478
Don't rely on proxy renderer for texture description in image viewer
2019-11-26 17:38:26 +00:00
baldurk
f6d7e2c6e4
If a typed DXGI format isn't available, consider texture unsupported
2019-11-26 17:38:26 +00:00
baldurk
19847c4574
GL doesn't support block-compressed 3D textures
2019-11-26 17:38:26 +00:00