baldurk
f0428e6801
Add extra protection for valid queries to GetBufferData
2022-02-08 18:07:39 +00:00
baldurk
afb82971dd
Create separate pipeline & render pass for sRGB 8-bit remapping
...
* Normally we only need one remap per bitness and per type, but for 8-bit
float/unorm we need to distinguish between plain unorm and sRGB unorm.
2022-02-08 18:07:39 +00:00
baldurk
46fb3ac666
Fix push constant range not using full stage flags
...
* The spec requires that we pass all stage flags for the declared range, even if
we're only binding for compute.
2022-02-08 18:07:39 +00:00
baldurk
2312fa45da
Fix some missing sType's on input structures
2022-02-08 18:07:39 +00:00
baldurk
5a62e27ec3
Fix a couple of technical validation failures
2022-02-08 18:07:39 +00:00
baldurk
2c98999a80
Fix mistaken flag set
2022-02-08 18:07:39 +00:00
baldurk
b38f8b8378
Fix some cases where buffer memory requirements were assumed to be tight
...
* It's possible for a buffer to require more memory than its size (e.g. up to
some alignment)
2022-02-08 18:07:39 +00:00
baldurk
a8e7b64a31
Don't set events on replay, they may be device-only
...
* We also don't use the 'real' events for our handling anyway, so their
set/reset status doesn't matter.
2022-02-08 18:07:38 +00:00
baldurk
8f4f7f571f
KHR_synchronization2 is only enabled if the feature is enabled
2022-02-08 18:07:38 +00:00
baldurk
b7e13e7d6f
Update demos vulkan headers to 1.3
2022-02-08 18:07:38 +00:00
baldurk
f37516bfc3
Use depth image specifically for depth-compare tests in shader debug zoo
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* The spec doesn't guarantee that non-depth formats support comparisons like
this.
2022-02-08 18:07:38 +00:00
baldurk
9a75846343
Only provide mutable format list when needed
2022-02-08 18:07:38 +00:00
baldurk
a675f0050e
Downgrade error to warning for compute path on missing spec constants
2022-02-08 18:07:38 +00:00
baldurk
b78f4b5624
Flush some commands before object destruction
2022-02-08 18:07:38 +00:00
baldurk
597644435d
Name some internal image and imageview objects for vulkan
2022-02-08 18:07:38 +00:00
baldurk
c853dbcd10
Fix version check on vulkan not storing instance version properly
2022-02-08 18:07:38 +00:00
baldurk
7a0a8fa855
explicitly disable shading rate attachment when using old RP create
2022-02-08 18:07:38 +00:00
Steve Karolewics
f552b1b4e9
Prevent focus reset when typing in the compute debug selector
2022-02-08 16:27:55 +00:00
follower
3471e64c8f
Fix incorrect link for include-bin credit.
...
The current link appears to be an accidental duplication of the URL from the project listed immediately above.
This commit appears to be the origin of the duplicated URL: https://github.com/baldurk/renderdoc/commit/b5c7944038572eebffde32e1279c45c4f6d84153#diff-4673a3aba01813b595de187a7a6e9e63a3491d55821606fecd9f13a10c188a1dL98
Note: This "correct" link is to the original repository URL which appears to no longer exist.
For reference:
* Original commit with the inclusion of `include-bin`: https://github.com/baldurk/renderdoc/commit/864fdbe179b6c1f20cae7c753fb018bec74b5738
* Original issue which lead to the inclusion: https://github.com/baldurk/renderdoc/issues/314#issuecomment-238204556
2022-02-05 18:53:25 +00:00
Remi Palandri
5f61bf1510
erase all liveIDs when replacing resources
2022-02-04 20:04:32 +00:00
Steve Karolewics
c6c93efd22
Fix shader debugging display of high-level boolean variables
2022-02-04 20:04:19 +00:00
baldurk
6ab4c1ad74
Add support for VK_KHR_fragment_shading_rate. Closes #2426
2022-02-04 16:45:15 +00:00
baldurk
e58cb9a73b
Fix stepping over/into on instructions in the same function
2022-02-04 16:45:15 +00:00
baldurk
7266dd8960
Read inline information for vulkan debug and use it to get callstack
2022-02-04 16:45:15 +00:00
baldurk
7f130077da
When source debugging, skip non-mapped instructions
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* We entirely skip over any instructions that don't have a source mapping. These
are assumed to be filler instructions or others that don't correspond usefully
to anything in the source.
2022-02-04 16:45:15 +00:00
baldurk
309a2aaded
Add variable debug variables when we have debug info
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* We don't want to wait until the first store to do this, since the source
variables are added at the appropriate scope - even before the first store.
2022-02-04 16:45:15 +00:00
baldurk
2f0be387c4
Use DebugSource and DebugLine/DebugNoLine for line-number info
2022-02-04 16:45:15 +00:00
baldurk
70200ed0a8
Account for locals within loops coming from later mappings
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* We invert the mapping so that instead of each local having its list of
locations and picking the latest at any point, we track the "current" and
update the mappings with any changes we come across at each step.
2022-02-04 16:45:15 +00:00
baldurk
3b38d2989d
Include constants in shader changes when debug info references them
2022-02-04 16:45:15 +00:00
baldurk
1033403d57
Explicitly sort source vars by last write to underlying ID
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* This system works both for debug info local variables and auto-generated named
variables
2022-02-04 16:45:14 +00:00
baldurk
b562c462c5
Apply vulkan debug information for source variable mappings
2022-02-04 16:45:14 +00:00
baldurk
e6cb5ca88e
Store extended vulkan debug information
2022-02-04 16:45:14 +00:00
baldurk
a12a320f18
Skip debug info OpExtInst during debugging
2022-02-04 16:45:14 +00:00
baldurk
c90a6a72fc
Process source and global variable information from vulkan debug info
2022-02-04 16:45:14 +00:00
baldurk
0dbd579c10
Prefer source debugging when we find vulkan debug info
2022-02-04 16:45:14 +00:00
baldurk
401e995748
Don't disassemble most vulkan debug info SPIR-V opcodes
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* These are metadata for us, not for general consumption in a user-facing
disassembly
2022-02-04 16:45:14 +00:00
baldurk
4d0aba7725
Include non-semantic debuginfo grammar
2022-02-04 16:45:14 +00:00
baldurk
68401caea3
Generate larger staging buffer for vulkan discard patterns
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* The pattern buffer is 64x8 but doing copies to each target location can cause
issues on very large textures. Instead we generate a 256x256 buffer with
repetitions on load (which is still only ~256-512kB), and copy from that. We
can still do truncated copies so we don't need a smaller buffer, and this
greatly reduces the number of buffer copies issued.
2022-02-04 16:45:14 +00:00
Steve Karolewics
f082d53c92
Fix D3D12 shader debugging with root sig deny flags
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The root signature can specify deny flags for shader types. If this
is the case for a shader we're debugging, we need to ensure that
the flags are cleared to allow sample/gather instructions to work.
2022-02-04 12:38:27 +00:00
Leonard Tsai
f7c34cdb0c
Support VK_KHR_depth_stencil_resolve attachment in pipeline state view
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Depth stencil resolve attachments were not being serialized and exposed in the pipeline state view. This change serializes the attachment id for the depth-stencil resolve attachment so that it can show up in the pipeline state view.
Update name of depth/stencil in pipeline viewer
Fix clang formatting
Update struct type
2022-02-03 18:49:10 +00:00
baldurk
76e273cbd4
Fix another clang warning
2022-02-03 11:13:16 +00:00
baldurk
4e8895983b
Fix clang warning about unused break
2022-02-02 17:00:26 +00:00
baldurk
e06a01d03d
Fix compilation on linux
2022-02-02 16:13:25 +00:00
baldurk
fdda8be9c6
Allow watch variables to specify a color-swatch with ,c. Closes #2475
2022-02-02 15:00:44 +00:00
baldurk
d844d3af39
Fix missing stencil store op in discard zoo test
2022-02-02 15:00:44 +00:00
baldurk
e4fd52c367
Fix generation of NaNs in vulkan shader debug zoo test
2022-02-02 15:00:44 +00:00
baldurk
e42b0ff2ca
Refactor ShaderVariable use and non-32-bit precision. Closes #2466
2022-02-02 15:00:43 +00:00
Remi Palandri
4b748c6368
fixing valid issues
2022-02-02 11:04:42 +00:00
baldurk
4bf2e00ba5
Switch custom prefixes from defines to static constants
2022-02-01 01:07:25 +00:00
baldurk
f40e1fe951
Fix docstring references to ShaderSourcePrefix
2022-02-01 00:09:35 +00:00