Aliya Pazylbekova
ea5e63cfa6
VK pixel history: Update which tests failed
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Run the same draw multiple times with an occlusion query and
tweaking the graphics pipeline to figure out which test failed
(if any).
2020-01-22 19:05:25 +00:00
baldurk
9dc53d4dd1
Add a test of D3D12 sharing resources
2020-01-21 18:28:57 +00:00
baldurk
1cb3cd5a1b
Handle replaying captures that use VK_EXT_tooling_info
2020-01-21 18:28:57 +00:00
baldurk
60951195c2
Use VK_EXT_tooling_info in VK_Simple_Triangle
2020-01-21 18:28:57 +00:00
baldurk
a869f12c9c
Update vulkan headers and volk in tests project
2020-01-21 18:28:57 +00:00
baldurk
1a93888999
If no vertex pick result is found in a single instance, return error
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* We don't want to return that no vertex was found in one particular instance,
as that is misleading.
2020-01-21 18:28:57 +00:00
baldurk
45f983f97b
Fix compilation of GL demo on linux
2020-01-21 18:28:57 +00:00
baldurk
0dd050f785
Add extra warning if target control ident isn't found on linux systems
2020-01-21 18:28:57 +00:00
baldurk
6b1d186e6f
Collapse variable initialisation & assignment into just init
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* This doesn't make any difference but removes some warnings from PVS Studio and
is slightly cleaner.
2020-01-21 18:28:56 +00:00
baldurk
4a779e371b
Add bracketing to macro use of parameters
2020-01-21 18:28:56 +00:00
baldurk
322e3c667d
Fix some memcpy/pointer access issues identified by PVS Studio
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* I don't think any of these were bugs, but they're certainly better off being
fixed.
2020-01-21 18:28:56 +00:00
baldurk
7dd116abd4
Remove redundant/tautological comparisons identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
8fa93105f2
Fix some casts/calculations to keep PVS Studio happy
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* It identifies some potential overflows which we know likely won't happen, but
the fixes are harmless.
* Some issues are definitely bad, though not actual bugs.
2020-01-21 18:28:56 +00:00
baldurk
baac06ca93
Remove redundant/dead code identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
68b9d223b0
Add explicit comparisons where we were implicitly checking for non-zero
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* This fixes some warnings from PVS Studio, though none of these checks were
actually wrong it's better to be explicit.
2020-01-21 18:28:56 +00:00
baldurk
421201df7a
Fix support for fetching postvs from vertex shaders using subgroups
2020-01-21 18:28:56 +00:00
baldurk
a2ce7215ff
Ensure work is flushed before D3D12On7 presentation
2020-01-21 18:28:55 +00:00
baldurk
22dd60e0f1
Support MSAA backbuffers for headless outputs on D3D12
2020-01-21 18:28:55 +00:00
baldurk
5df64ac8b0
Enable line AA on D3D12 mesh rendering
2020-01-21 18:28:55 +00:00
baldurk
1ff3879815
Don't try to present on D3D12On7 for headless outputs
2020-01-21 18:28:55 +00:00
baldurk
ba9f0c0e89
Make sure replay contexts tidy up share groups correctly
2020-01-21 18:28:55 +00:00
baldurk
db0779e09b
Add test for mesh view - vertex picking and mesh rendering
2020-01-21 18:28:55 +00:00
Steve Karolewics
36e81aba5d
Change SRV/UAV fetching to be on-demand, when needed by an instruction
2020-01-21 18:28:42 +00:00
Steve Karolewics
8fb23b9010
Add SM 5.1 resource binding support to shader debugging
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With SM 5.1, instructions specify a resource by a logical identifier,
but root signatures specify them with a base register and register
space. Find the appropriate declaration and retrieve the data needed
for resource lookup.
2020-01-20 17:46:16 +00:00
baldurk
a5c54b3ce7
Don't pass event ID to PickVertex()
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* It's meaningless to try and pick on any other event but the current one
2020-01-20 17:44:34 +00:00
baldurk
a4961df6f0
Don't return an index byte stride if postvs data doesn't use indices
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* Since we use the index byte stride to indicate whether a draw is indexed or
not, returning a valid value here is misleading.
2020-01-20 15:04:14 +00:00
baldurk
2ecee8fc54
Fix D3D error in D3D11_Deferred_Map
2020-01-20 14:57:00 +00:00
baldurk
210626ae18
When updating postvs position/secondary configs, reset camera properties
2020-01-20 14:32:22 +00:00
baldurk
cd3ef3dd55
Fix near/far plane specifiers being backwards
2020-01-20 14:28:59 +00:00
thisisjimmyfb
0734776a49
added test demo and script for opengl backdoor context
2020-01-20 13:41:18 +00:00
thisisjimmyfb
68ea2ddd67
fixed a problem with wglMakeCurrent failing
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the issue of deleted DC making backdoor context
2020-01-20 13:39:13 +00:00
thisisjimmyfb
c7c929eca9
Backdoor context for opengl resource retrieval
2020-01-20 13:38:30 +00:00
baldurk
11f1f30b46
Fix crash when mapping textures on deferred contexts
2020-01-20 12:23:47 +00:00
baldurk
42841e23be
Expose vulkan layer registration in renderdoccmd on win32. Closes #1690
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* This is needed so that the functional tests can elevate and run renderdoccmd
to register the vulkan layer, if needed.
* At the same time remove the old spammy message and ignore flag - this dates
back to before the UI existed, and that should be the way users run RenderDoc
generally and it has a good UI for walking through layer registration if
needed.
* The command is always available, but will only show up in help if attention is
needed.
* Also fix registering installs on shared drives.
2020-01-20 11:46:48 +00:00
baldurk
78c68d643a
Fix viewport when rendering custom shader on mips. Closes #1688
2020-01-17 19:53:39 +00:00
baldurk
4895219d59
Disable blending when rendering custom shader output
2020-01-17 19:53:39 +00:00
baldurk
c98500e657
Fix pixel picking from custom shader output in image viewer. Refs #1688
2020-01-17 19:53:39 +00:00
baldurk
ec5e63a53f
Ensure component count is set correctly for special formats. Refs #1688
2020-01-17 19:53:38 +00:00
baldurk
d4e723bfd8
Fix bugs identified by using PVS Studio
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* A few copy-paste errors, some tautological checks indicating errors, missing
return value checks.
2020-01-17 19:53:38 +00:00
baldurk
cec30d499a
Use ToStr() instead of %llu to format Resource IDs
2020-01-17 19:53:38 +00:00
baldurk
4a587da167
Account for byte offset when expanding arrays in bufferviewer formatter
2020-01-17 19:53:38 +00:00
baldurk
e347912479
Don't set TextureCategory::SwapBuffer on image viewer texture
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* This prevents toggling linear/gamma display because swap buffers are always
interpreted as gamma.
2020-01-17 19:53:38 +00:00
Steve Karolewics
654acb67f5
Add register space support for shader global state UAV/SRV data
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Instead of fixed arrays, the global state stores a map of UAVs and
SRVs, with the key being a pair of the shader register and register
space. Switched D3D12 sampler/gather to use SM5.1 and handle register
spaces.
2020-01-17 19:53:23 +00:00
Alex Vakulenko
6cd2d18d9e
Fix build break on VS2019 due to implicit wchar_t->char conversion
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Converting std::wstring to std::string by constructing the latter with
wchar_t iterators result in implicit conversion of wchar_t to char which
trips Visual Studio 2019 compiler into throwing a warning of potential
data loss during conversion. Use conv() helper function to do the
conversion and please the compiler at the same time.
2020-01-17 19:53:09 +00:00
baldurk
526240f2d5
Fix order of functions to ensure non-SRGB format in pixel history
2020-01-16 23:06:24 +00:00
baldurk
a1e662eb30
Fix mismatched GLMarkerRegion after changing context
2020-01-16 23:06:23 +00:00
baldurk
08b2572554
Fix precision loss when downcasting to HDR/EXR identified by @iOrange
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* When outputting to a format supporting more than 8-bit data, we don't want to
lose precision by downcasting e.g. D32S8 to RGBA8, instead use RGBA32.
2020-01-16 23:06:23 +00:00
baldurk
892abb686f
Apply clang-format to demos project as well
2020-01-16 23:06:23 +00:00
baldurk
ca07c1626e
Fix MSAA mismatch in mesh view output rendering
2020-01-16 23:06:23 +00:00
Jeremy Ong
29403836c6
Fix numerous compiler warnings and errors
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Depending on OS and compiler, certain types may not be included
transitively by headers that were included previously. This commit
produces a clean build on the latest trunk versions of GCC, Clang,
and QT.
2020-01-16 23:05:58 +00:00