baldurk
fec285efb7
Add D3D12 support for annotations
2026-01-28 14:42:09 +00:00
baldurk
c26a5405e9
Add GL support for annotations
2026-01-28 14:42:09 +00:00
Remi Palandri
727f450be2
add D3D11 support for annotations on immediate context only
2026-01-28 14:42:09 +00:00
baldurk
c793e9a73e
Add Vulkan support for annotations
2026-01-28 14:42:09 +00:00
baldurk
650458beae
Add helpers for managing annotations in structured data
2026-01-28 14:42:09 +00:00
baldurk
8f0a408a2b
Add a new in-application API for setting user-specified annotations
2026-01-28 14:42:08 +00:00
Aitor Camacho
ba10b62149
Expose Vulkan layer entrypoints for mac
2026-01-27 21:45:06 +00:00
Jake Turner
be8a5f61fc
Spirv Debugger support for SPV_KHR_integer_dot_product
...
OpSDot
OpUDot
OpSUDot
OpSDotAccSat
OpUDotAccSat
OpSUDotAccSat
2026-01-27 16:16:30 +13:00
Jake Turner
e351910071
VK Shader Debug Zoo tests for SPV_KHR_integer_dot_product
...
OpSDot
OpUDot
OpSUDot
OpSDotAccSat
OpUDotAccSat
OpSUDotAccSat
for 8, 16, 32, 64 bit types (signed & unsigned) and packed 32-bit vectors (4x8-bit)
2026-01-27 16:16:29 +13:00
Jake Turner
9c4a62397e
Make VK_Shader_Debug_Zoo fail test not just error
...
Compute tests were resetting "failed" to False
2026-01-27 16:16:29 +13:00
baldurk
ab7e8b0134
Add rule to CONTRIBUTING documentation banning use of LLMs etc
2026-01-26 13:25:21 +00:00
baldurk
738a5c1ea5
Track last descriptor buffer and normal descriptor set binds separately
...
* We need to track these separately because descriptor buffer set invalidation
can lead to empty sets with no valid pipeline layout as the last bound set
(since we can't _clear_ the descriptor sets when descriptor buffers are
invalidated, as there may be a descriptor set binding there). Track these
separately so we can pick the right set to bind from if we don't have a known
pipeline layout, and also handle the case where there are descriptor set
states but the last bound is not valid.
2026-01-26 13:25:21 +00:00
baldurk
55bcd77624
Allow querying device UUIDs too via dxgi GetDevice
2026-01-26 13:25:21 +00:00
Jake Turner
18ab43ae99
Extend the GL shader debugger to handle resource arrays
...
Part of the fixes for Issue 3763
2026-01-26 11:33:09 +13:00
Jake Turner
25da813b40
Extend GL reflection matching to SPIRV reflection for resource arrays
...
GL resource arrays are expanded in the GL reflection i.e. texture[0], texture[1] but they are collapsed in the SPIRV reflection.
For SPIRV resource arrays if matching the full name fails then try to match by the expanded name i.e. texture[<ARRAY_ELEMENT>]
2026-01-26 10:59:50 +13:00
Jake Turner
811c6c6ecc
ShaderViewer uses GetShaderDebugVariable() when matching resource vars
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This matches how debug variables are matched
This supports source mapping to resources which are a child member of a ShaderVariable i.e. an array element
2026-01-26 10:49:09 +13:00
Jake Turner
0bed011093
GL_Shader_Debug_Zoo Test for read only resource array (sampler2d)
2026-01-26 10:47:55 +13:00
Jake Turner
993842ecf2
Always set the baseType for DXIL debug data DW_TAG_enumeration_type
2026-01-26 10:04:20 +13:00
Jake Turner
d729deec1c
Fix DXIL debugger hang if an unhandled DICompositeType is used
...
There was an infinite loop if the unhandled debug data is mapped to a struct member
2026-01-24 08:17:04 +13:00
Jake Turner
eba1a12648
DXIL Shader Debugger test using enum
2026-01-24 08:17:04 +13:00
qwmnerbvqwmn
80cce82823
Fix a hang when debugging HLSL compute shaders with enum types
2026-01-23 18:15:36 +00:00
qwmnerbvqwmn
67a6f20b6e
Support #pragma once and multiple inclusions in HLSL editing
2026-01-23 03:02:57 +09:00
Martyn Jacques
842d47da96
Avoid address re-use for internal fake backbuffer memory
...
Track fake backbuffer memory as a device address
resource to defer freeing it until the end of the capture
2026-01-23 03:02:29 +09:00
baldurk
8f7208fa02
Add beginsWith helper to rdcinflexiblestr
2026-01-22 12:16:05 +00:00
baldurk
52c54ef476
Don't do anything for releasing special resources on GL shutdown
2026-01-21 14:43:05 +00:00
baldurk
03de856edf
Track CPU-based image layout transitions while idle. Closes #3778
...
* Similar to proper image transitions we must always track the state of images,
even if we only serialise the calls during active capturing.
2026-01-21 11:42:32 +00:00
Jake Turner
6d2fe9d1a4
In Vulkan FlushQ() sync m_PrevQueue if it is active
2026-01-20 06:24:06 +13:00
Jake Turner
6fcd5f03db
GL Shader Debugger support for interpolation qualifiers
...
flat
noperspective
Get the interpolation type from the SPIRV decoration
2026-01-20 06:24:06 +13:00
Jake Turner
1028a7b458
GL_Shader_Debug_Zoo Test for interpolation qualifiers
...
flat
noperspective
2026-01-20 06:24:06 +13:00
Jake Turner
e19f0e9b72
GL Shader Debugger support for bool uniforms
2026-01-20 06:24:06 +13:00
Jake Turner
9678e09f3b
GL_Shader_Debug_Zoo Test for uniform bool
2026-01-20 06:24:06 +13:00
Jake Turner
ba10e3a380
Add D3D11 Deferred context to the ResourceManager
...
ResourceManager::Shutdown() will release it.
2026-01-20 06:24:06 +13:00
Jake Turner
bd2a66b5f0
Add the D3D11 Immediate context to the ResourceManager
...
ResourceManager::Shutdown() will release it.
2026-01-20 06:24:05 +13:00
Jake Turner
5b44a2709b
Use m_BakedCmdBufferInfo to test for push constant descriptor
2026-01-20 06:24:05 +13:00
Jake Turner
b19a453a8c
Fix Vk push constants using the wrong command buffer resource ID
2026-01-20 06:24:05 +13:00
Jake Turner
bf99f6fb6e
Treat ResourceId() as a replay only ID
...
This matches previous behaviour of GetOriginalID() used when checking for live IDs i.e.
(GetResourceManager()->GetOriginalID(id) == id)
2026-01-20 06:24:05 +13:00
Jake Turner
775a9c947f
Vk shader editing: use unreplaced ID of the shader(s) in the pipeline
2026-01-20 06:24:05 +13:00
Jake Turner
ee3b8cf76b
Fix shader editing check for replay pipelines/programs
2026-01-20 06:24:04 +13:00
Jake Turner
1e39c9951e
Always generate resources for D3D11 Proxy device
2026-01-20 06:24:04 +13:00
baldurk
9bef60d6c3
Display source variables mapped to OpUndef as <undefined value>
...
* Undefined values are still 0xccccccccc, since that value can propagate through
operations. But source variables mapped directly to an OpUndef are displayed
in a more semantically clear way.
2026-01-19 13:34:58 +00:00
qwmnerbvqwmn
d32454e8ff
Use UTF-8 encoding in shader viewer to fix character corruption
2026-01-19 19:20:14 +09:00
Remi Palandri
c71f3d504b
fix destroyed BDA buffers staying tracked
2026-01-19 19:18:08 +09:00
Jake Turner
ef0d6737cc
Fix GL GetShaderEntryPoints() when passed in resource is not a shader
2026-01-14 11:26:08 +13:00
MJP
72966f9ba0
Add proper casts when returning the wrapped command queue
2026-01-12 21:54:58 +09:00
MJP
c8596542b6
Use proper interface pointer casting during D3D12 CommandQueue creation
2026-01-12 21:54:58 +09:00
MJP
79350fe512
Add missing IID checks for creating ID3D12CommandQueue1
2026-01-12 21:54:58 +09:00
Jake Turner
075870caf5
Fix replace all message showing N+1 replacements instead of N
2026-01-08 06:58:56 +13:00
Jake Turner
7782bc3452
Make VK_Graphics_Pipeline debugged pixel test fail instead of an error
2026-01-08 06:57:56 +13:00
Jake Turner
b49291a611
Make enum RemoteServerPacket into enum class, move Count to the end
2026-01-07 09:10:06 +13:00
Sharlock93
2a1b67eeb6
Sorting array members in the Watch and High Level Variables window
...
This sets the offset of the VariableTag for array members in the watch
window. This ensures they are sorted correctly when displayed.
This also adds sorting by sourceVarIdx if the memebers are
globalSourceVars which fixes the sorting in the High Level Variables
window for built-in Variables
2026-01-06 02:31:07 +00:00