Commit Graph

9805 Commits

Author SHA1 Message Date
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
baldurk 4f3ea6d12b Special-case VK_LOD_CLAMP_NONE for samplers in pipeline state view 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 01674ec93b Invoke qmake in release mode when building a release cmake build 2019-12-03 21:47:04 +00:00
baldurk cca4a42e5c Fix vulkan environment variable name 2019-12-03 21:47:04 +00:00
baldurk 3df0c59935 Don't use -Wcomma in old versions of clang 2019-12-03 10:12:06 +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 cfe601123c In debug builds display resource ID in resource inspector
* This can save some breakpointing and looking up in maps when a resource is
  named (especially if it's not given a unique name).
2019-12-02 20:28:05 +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 397ea679f5 Handle the present call being within markers 2019-12-02 13:13:59 +00:00
baldurk 6e6c7bac62 Fix old terminology in renderdoccmd documentation 2019-12-02 13:08:19 +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 5838a33d7e Don't add array stride until first child struct 2019-11-29 22:41:09 +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 3bf805ec35 Add 'expand all' menu to resource inspector 2019-11-29 13:53:45 +00:00
baldurk 289e159072 Add padding to struct definitions in shaders, for better formatting 2019-11-29 13:53:45 +00:00
baldurk f514815e3c Update buffer formatter help text, save its visibility in config 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 4214aa45bf Fix interpretation of formatted shader variables 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 00170e2ec3 Make GetVariants a free function taking interpreting format directly
* We also store the format in BufferElementProperties for the buffer viewer
  since we'll later remove the ResourceFormat stored in FormatElement
2019-11-29 13:53:44 +00:00
baldurk 77b5c391e9 Check that we handle padding and alignment around structs
* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
  arrays then elements coming after the struct can be packed into the padding
  after the last struct element.
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 f046423664 Split buffer-centric properties out of FormatElement 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 24c0b018ea Fix types used for non-uint types in GL_Texture_Zoo test 2019-11-27 12:06:25 +00:00
baldurk 9f4fb3cd33 Don't lose forced SRGB texture remapping in D3D11/D3D12 2019-11-27 11:07:06 +00:00
baldurk b0afdd2988 Don't force typecast from real texture when saving overlay/custom shader 2019-11-27 11:06:03 +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