Commit Graph

9802 Commits

Author SHA1 Message Date
baldurk 845a2e5718 Handle limited 64-bit only Android devices that don't support 32-bit
* When we detect a new version of Android and a 64-bit device where the 32-bit
  version of RenderDoc fails to install completely, ignore this and don't warn
  the user about it.
2023-11-02 13:48:41 +00:00
Jake Turner bbd1fe6243 Handle variable sized descriptor sets in FetchShaderFeedback
For variable sized descriptor sets compute feedbackStorageSize using the active descriptor set layout instead of the creation time data.
2023-11-01 14:53:06 +00:00
baldurk b103d1fcb6 Fix crash disassembling root signature in DXIL metadata 2023-11-01 11:46:42 +00:00
baldurk 8805afd56e Also blacklist 32-bit AMD driver dll to workaround driver quirk 2023-10-30 10:24:30 +00:00
baldurk e16500c97f Only recreate depth on resize for D3D12 if depth was originally used 2023-10-30 10:24:30 +00:00
baldurk 8ba23ccea0 Process member decorations immediately in SPIR-V editor after parse 2023-10-30 10:24:30 +00:00
baldurk 29a2925eef Strip unused reflection of arrayed builtin outputs on vulkan 2023-10-30 10:24:30 +00:00
baldurk 89d482ec36 Handle barycentric shader builtin 2023-10-30 10:24:30 +00:00
baldurk a4da2f1eb2 Add SPIR-V processor accessors for data types and decorations by id 2023-10-30 10:24:30 +00:00
baldurk 84e61014a1 Add a SPIR-V editor helper to insert a sequence of operations at once 2023-10-30 10:24:30 +00:00
baldurk 2b779038af Add a SPIR-V editor helper to add or re-use a builtin input 2023-10-30 10:24:30 +00:00
baldurk f87c50af25 Add a SPIR-V editor helper to register a constant with a pre-given ID 2023-10-30 10:24:30 +00:00
baldurk 3ac150d273 Improve SPIR-V code generation
* Prefer vendor-neutral extension aliases for enums over vendor-specific.
* When disassembling opcodes with optional parameters, only include the
  parameters when present.
2023-10-30 10:24:30 +00:00
baldurk ecd47ca40c If descriptor heap fails to expand on tier 3 HW, fall back. Closes #3092
* Descriptor heap tier limits are not very useful as even tier 3 might be as
  limited as tier 2. Previously expanding a small amount was safe but newer NV
  drivers or systems seem to have stricter limits than before.
2023-10-25 17:56:39 +01:00
baldurk ea4c03402f Don't apply cast from main texture display into overlay. Closes #3094
* When we're sourcing from our own texture we don't want to bring in any
  typecast to unorm/uint/etc from the original texture's view. This already
  happens for the main display but we also need to do that for the thumbnail
  context.
2023-10-25 17:56:39 +01:00
baldurk dd4e0d44ad Do two-pass processing of pNext chains for strict validity. Closes #3093
* We first need to do a pass to find extension structs that affect validity of
  pointers (whether they're ignored or not), then do a pass to process.
2023-10-25 17:56:38 +01:00
baldurk 47d7f47b5a Fix validation error with dummy pipeline 2023-10-25 17:56:38 +01:00
baldurk de6f4346b7 Fix UInt/SInt bindings being swapped on D3D custom visualisation shaders 2023-10-25 17:56:38 +01:00
Jake Turner 3856017609 Set Vulkan currentPass renderArea if dynamic rendering is active
This is in addition to setting the currentPass renderArea if there is an active render pass
2023-10-25 15:47:25 +01:00
Steve Karolewics 3ca187d725 Add generic D3D12 callback for pixel history
This adds the next step toward D3D12 pixel history, which is mostly
the generic action callback that is used for other replays later
(similar to how Vulkan pixel history operates).
2023-10-18 09:55:22 +01:00
Jasmine Hansen de8981134c Add support for Extended Dynamic State 3 2023-10-12 12:36:16 +01:00
Steve Karolewics b3bc0e98bc D3D12 pixel history copy pixel and resource creation
This adds some of the D3D12 pixel history framework, with creation
of resources that will be needed during pixel history, and a helper
function and shader to copy pixels from MSAA resources.
2023-10-10 11:33:34 +01:00
Steve Karolewics 15ba420905 Add function to get planar depth/stencil SRV formats 2023-10-07 13:39:19 +01:00
baldurk 3d34391d92 Serialise source debug flag for remote hosts. Closes #3076 2023-10-04 12:28:36 +01:00
baldurk 5afd960c93 Don't crash on new barriers when mid-command buffer state fetching 2023-10-02 15:48:58 +01:00
Jake Turner 51fd2e8d9b Disable stencil buffer writes for the Vulkan Stencil overlay
Fixes rare problem of current draw not displaying when switching from Stencil overlay to None overlay and the current draw uses the stencil buffer contents
2023-10-02 09:06:08 +01:00
Jake Turner b67253650e Missing CloseInitStateCmd() in SingleSubmitFlushing() debug mode 2023-10-02 09:06:08 +01:00
Jake Turner a60412d4f6 Metal compile fixes when compiling with MacOS SDK 14 (Xcode 15)
Update wrapped protocols to match MacOS SDK 14 declarations
2023-09-30 12:32:34 +01:00
Eric Long f36d8a3b23 RISC-V support
With some addition to macros the project is able to build on riscv64
machine.

plthook has added RISC-V support upstream [1]. However upstream has
changed their code quite a bit, so I just modified the current vendored
version.

[1]: https://github.com/kubo/plthook/commit/a564738a4707fc5eb4d388b9e97eeab51b8c9d56
2023-09-29 17:26:11 +01:00
baldurk 2886f4a282 Fx mesh viewer being opened repeatedly causing crashes on D3D12 2023-09-29 17:24:19 +01:00
baldurk c46a9d0c73 When removing library flag remove any dependent flags as well 2023-09-29 17:23:50 +01:00
baldurk 9a5e4aa5af Bump version to v1.30 2023-09-29 17:23:36 +01:00
Eveline Jarosz 7f92b0241e fix copyrights 2023-09-28 13:52:23 +01:00
baldurk 5c1971272c Make sure to account for missing draws even with MaxCount==1
* If we don't account for an execute with MaxCount==1 and actual count 0 then
  our EID tracking gets mismatched.
2023-09-27 15:13:41 +01:00
baldurk adfcedff81 Sync any pending data uploads before any queue executes on D3D12 2023-09-27 14:47:54 +01:00
baldurk 5addf044d7 Properly release all D3D12 objects 2023-09-27 12:40:31 +01:00
Jake Turner 2576a7b7f6 Don't hook into AMD driver
AMD driver was creating and presenting a D3D12 swapchain when creating a GL context
2023-09-25 17:17:21 +01:00
baldurk 23bcc88a1a Record barriers under original command list data for state lookups 2023-09-22 14:49:02 +01:00
baldurk fe6b702ff4 Allow out of bounds GPU addresses when serialising
* Worst case this is just as invalid as an application, if it uses a totally
  bogus VA. However in D3D12 it is apparently valid to refer to VAs out of
  bounds of any resource as long as it's within bounds of an underlying heap. To
  handle this without serialising VAs as Heap+offset we instead just allow the
  address lookup to run out of bounds and pick the next lowest buffer. If the
  offset is greater than the buffer size then we're probably no worse than the
  application.
2023-09-22 14:47:37 +01:00
baldurk e8a7560b51 Add checks for GL maps failing 2023-09-22 12:47:09 +01:00
baldurk d78565df33 Coalesce unbound sparse bindings on D3D12 2023-09-21 15:47:25 +01:00
baldurk b262958d53 Update message for linux on nvidia to clarify to copy symlink 2023-09-20 11:58:11 +01:00
baldurk 5f9bd7e51b Flush the context after garbage collecting D3D11 state objects 2023-09-19 18:52:13 +01:00
Cam Mannett 30a013907d Cannot run functional tests using Python >= 3.10
In replay/entry_points.cpp RENDERDOC_RunFunctionalTests(..), it uses a simple char-replacement algorithm for finding the Python modules depending on the Python minor version.

Unfortunately that mechanism relies on there being only a single character to replace which doesn't work once we reach double figures.
2023-09-18 17:39:56 +01:00
baldurk df591c09ec Fix some Vulkan draw indirect bugs that were revealed in D3D12 refactor 2023-09-18 11:21:50 +01:00
baldurk 55dae7ebc6 Refactor D3D12 ExecuteIndirect handling to patch arguments on GPU 2023-09-18 11:21:50 +01:00
baldurk cb7048e1a4 Fix validation error on dummy pipeline that was missing an RP 2023-09-18 11:21:50 +01:00
baldurk 3a2b7db54f Properly initialise dummy pipeline
* This prevents a possible crash if the uninitialised memory is used for
  destroying these objects
2023-09-13 16:26:04 +01:00
baldurk 02272f98ac Garbage collect D3D state objects before creation
* If we only garbage collect after a successful create, applications which
  deliberately leak state objects and only free them when they see a failed
  create will not have a change to garbage collect.
2023-09-12 21:53:23 +01:00
baldurk 832bb4fb74 Add an early-out for DXBC chunks with the wrong size 2023-09-12 21:53:22 +01:00