baldurk
fff1cc4b0e
Add support for VK_EXT_present_timing
...
* As with other WSI extensions this is only passed through on capture, not
replayed.
2026-07-24 17:52:48 +01:00
baldurk
3d2329da89
Allow VK_EXT_layer_settings during capture for configuring VVL
2026-07-24 17:52:48 +01:00
baldurk
0c682d5a48
Add support for VK_EXT_shader_tile_image
2026-07-24 17:52:48 +01:00
baldurk
8251a21f89
Add support for VK_EXT_shader_64bit_indexing
2026-07-24 17:52:47 +01:00
baldurk
133365922c
Add support for VK_EXT_shader_split_barrier
2026-07-24 17:52:47 +01:00
baldurk
33bce53bd8
Add support for VK_EXT_shader_subgroup_partitioned
2026-07-24 17:52:47 +01:00
baldurk
d83d6a184b
Add support for VK_KHR_shader_fma
2026-07-24 17:52:47 +01:00
baldurk
f820816452
Add support for VK_KHR_shader_abort
...
* This is mostly pass-through as RenderDoc will never interact with it - if the
abort actually fires the device is gone and we can't capture. We enable it to
prevent needing to recompile shaders.
2026-07-24 17:52:47 +01:00
baldurk
a90c00f77c
Add support for VK_EXT_physical_device_drm
2026-07-24 17:52:47 +01:00
Jake Turner
dac5a3caa5
VulkanEventNode code/comment tidy up in Indirect action handling
2026-07-23 15:34:29 +01:00
Jake Turner
e69f436d7b
Do not read baked command list info with ResourceId()
...
Avoid creating a default entry in the map
2026-07-23 09:06:41 +01:00
Jake Turner
341eb8f6f4
During Loading replace VulkanActionTreeNode with VulkanEventNode
...
VulkanEventNode contains all data for an Event during loading: APIEvent, ActionDescription, resource usage, debugMessages, annotations.
Action ID, Event ID is not computed whilst loading is happening.
At the end of Loading when the VulkanEventNode's have been flattened into linear submission order then the VulkanEventNode's are baked into RenderDoc replay APIEvents and Actions. Event IDs and Action IDs are assigned as part of the baking process
2026-07-22 15:41:47 +01:00
Jake Turner
40d6d5fd8a
Extend VK_Annotations test
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- loose event annotation
- a barrier at end of command buffer
- at end of command buffer attached to vkEndCommandBuffer
- command buffer with no actions, just set marker
- annotations before/during/after vkCmdDrawIndirectCount calls
2026-07-22 15:29:08 +01:00
Jake Turner
f8c90b0032
Tweak terminal emulator command line for RunProcessAsAdmin
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Separate the arguments instead of a single argument
Use a different execute command line parameter for different terminal tools
-e : default
-x : for gnome-terminal
2026-07-22 07:46:21 +01:00
Jake Turner
baec8aa171
Fix building pcre on systems with latest automake version
...
The source bundle was configured using automake 1.16
2026-07-22 07:46:21 +01:00
Jake Turner
a2d133c353
Change the DrawMeshIndirect parameters in VK_Resource_Usage
2026-07-22 06:02:26 +01:00
Jake Turner
d75b9d2f36
Check indirect action names in a selection of tests
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- VK_Indirect
- VK_Mesh_Shader
- VK_Resource_Usage
2026-07-22 05:41:09 +01:00
Jake Turner
4aa00a2bfa
Add python helper functions to check indirect action names
2026-07-22 05:41:09 +01:00
baldurk
a66becd518
Add missing documentation item
2026-07-21 16:59:52 +01:00
baldurk
9ca6d0ae81
Update custom resolve status
2026-07-21 16:05:07 +01:00
baldurk
40570791a4
Add support for VK_EXT_depth_bias_control
2026-07-21 16:05:07 +01:00
Neil Monday
1e581d3c90
Add ray tracing invocation reorder extensions
...
Applications that use these extensions have shaders with new
instructions. The driver should receive the features struct
via a vkCreateDevice pNext chain to enable the feature. This
change simply adds this extension as a supported extension,
and adds the pNext structs to the supported structs.
2026-07-21 21:40:41 +09:00
Jake Turner
4e8e179d32
Add the empty VkQueueSubmit2() during replay when submitCount is zero
2026-07-20 18:16:51 +01:00
baldurk
da2ebcbead
Properly sync queue before processing submission
...
* This isn't necessary if only one main queue is in use as FlushQ() syncs our
main queue, but if the submission is on a separate compute family for example
we need to sync it before processing any indirect readbacks.
2026-07-20 17:36:10 +01:00
baldurk
7e9b562fe6
Fetch depth resolve image attachments when dynamic rendering
2026-07-20 17:36:09 +01:00
baldurk
98d216e629
Drop invalid descriptor range queries
2026-07-20 17:36:09 +01:00
Jake Turner
bf4b34671f
Assert IsLoading() in Vulkan AddEvent(), AddAction()
2026-07-20 12:40:34 +01:00
Jake Turner
a5164bd9f2
Add the empty VkQueueSubmit() during replay when submitCount is zero
...
For consistency of replay to the application
2026-07-20 12:34:42 +01:00
Jake Turner
48bb4350bd
VK_Parameter_Zoo: add empty vkQueueSubmit before colour draws
2026-07-20 12:32:57 +01:00
baldurk
c980ca661e
Fix missing calling convention
2026-07-17 18:15:09 +01:00
baldurk
a9534bcc69
Use resource class as part of key for caching resource info
2026-07-17 16:50:08 +01:00
baldurk
f933241381
Fix queries of byte address buffer lengths
2026-07-17 16:26:14 +01:00
baldurk
e21c39b16d
Check that SM version can be compiled with our dxc before using it
2026-07-17 16:26:12 +01:00
baldurk
d3b1d29969
Add a test for ByteAddressBuffer length queries
2026-07-17 16:14:29 +01:00
baldurk
70c8a2bc74
Add interface checking for ID3D12Device15. Closes #3833
2026-07-17 16:14:29 +01:00
baldurk
a7bccc887d
Allow up to shader model 6.9 on D3D12
2026-07-17 16:14:29 +01:00
baldurk
96978cae62
Add handling for new DXIL dx.op opcodes
2026-07-17 16:14:29 +01:00
baldurk
630510e360
Implement new query heap functions on D3D12
2026-07-17 16:14:29 +01:00
baldurk
1d32b45ca5
Add TryCreate* variants of D3D12 descriptor write functions
...
* These are identical to the old versions but with a return value, so we can
share the implementation and have a common path just with a bool, and discard
the return value as needed.
* In the new path, only successful writes will be serialised.
2026-07-17 16:14:29 +01:00
baldurk
b9a68b51f5
Query and store ID3D12Device15
2026-07-17 16:14:29 +01:00
baldurk
65694c13a9
Handle byte-offset buffer descriptors on D3D12
2026-07-17 16:14:28 +01:00
baldurk
01c543634d
Update D3D12 headers to 1.619.4 and implement trivial interfaces
2026-07-17 15:41:34 +01:00
Jake Turner
0407903499
Vulkan Pixel History warn and ignore nested secondaries events
...
Fixes invalid API usage trying to end a render pass whilst in a secondary command buffer
2026-07-17 12:18:23 +01:00
Jake Turner
2ec946fabf
Change vkCmdExecuteCommands action callback to use full event range
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Use full event range in the command buffer instead of the actions range
2026-07-17 12:18:23 +01:00
Jake Turner
b2948d3de5
VK_Pixel_History: add test for nested secondaries
2026-07-17 12:18:19 +01:00
Jake Turner
74d1241a55
VK_Indirect: add a large IndirectCount draw before execute secondary
2026-07-17 06:16:19 +01:00
Jake Turner
97a11ae6a9
Extend VK_Resource_Usage : execute an empty secondary command buffer
2026-07-16 12:13:37 +01:00
baldurk
29959d8993
Optimise filling of debug source variables in very large shader cases
2026-07-15 14:28:56 +01:00
baldurk
aabc2d5b19
Display debug scopes in shader disassembly
2026-07-15 14:26:17 +01:00
baldurk
4190a32c8c
Reset indent between functions in SPIR-V disassembly
...
* If something goes wrong and the indent isn't properly tidied, we know we can
at least start from 0 at a new function
2026-07-15 11:04:52 +01:00