baldurk
fff4e0d5e4
Improve displayed sorting of descriptor buffer sets in pipeline state
2025-09-09 18:57:34 +01:00
baldurk
d4c907faa1
Fix sorting of bindings in vulkan pipeline state with descriptor buffers
2025-09-03 10:01:48 +01:00
baldurk
799a9a8452
Report and display descriptor buffer state in pipeline view
2025-07-30 22:10:25 +01:00
baldurk
ceb062b658
Add a DescriptorType to GetDescriptors query
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* This will be optional in many cases but for some situations might be required
when type information is not implicitly available in the descriptor store.
Generally it should always be available unless the descriptor store is being
viewed 'blank' purely from its contents with no other context.
2025-07-30 22:10:23 +01:00
baldurk
9545e6f27b
Add specific annotation for GPU address serialised values
2025-07-30 22:10:22 +01:00
baldurk
82e963550a
Display read-only DSVs more clearly in D3D pipeline state
2025-07-08 13:37:37 +01:00
baldurk
0293487eb8
Properly handle D3D11 constant buffers with a 0 range specified
2025-07-04 14:10:51 +01:00
baldurk
435956cf4d
Format VK_WHOLE_SIZE properly on texel buffers in pipeline state
2025-05-26 15:00:00 +01:00
Tristan Ritchie
2eade4650b
Add support for VK_KHR_maintenance5
2025-03-19 15:43:08 +00:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
5b2ec79df3
Fix missing handling of dynamic offsets. Closes #3547
2025-03-04 13:14:55 +00:00
baldurk
81268dc79a
Try to preserve selected pipeline stage as much as possible
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* When switching between mesh/normal pipeline keep the same stage selected if
it's a common stage even if the index has changed.
2025-02-25 11:42:56 +00:00
baldurk
08d2ad0294
Update vulkan headers to 1.4.307
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* Trivial promotion of these extensions:
- VK_KHR_depth_clamp_zero_one
- VK_KHR_compute_shader_derivatives
2025-02-13 18:32:21 +00:00
baldurk
fb5a6a6133
Fix regression that all D3D11 output targets were considered used
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* This would lead to them showing up as 'red' if they are unbound.
2025-02-05 16:36:55 +00:00
Faith Ekstrand
876212c4da
Add special cases for Fossilize encoding of mutable descriptors
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When mutable descriptor sets are used, Fossizlie needs the
VkMutableDescriptorSetCreateInfoEXT. However, instead of taking it raw
like some other inputs, it uses a simplified version that is just a list
of lists. If we give it full structs, Fossilize will crash. In order to
do this, we need a couple special cases.
2025-01-28 23:31:30 +00:00
Jake Turner
5cda9752e0
Display the D3D12 IA indexStripCutValue in UI control "Restart Idx"
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Previously "Restart Idx" was hardcoded to 0xFFFFFFFF
Show "Disabled" if the indexStripCutValue is D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED (0)
Similar UI behaviour to the GL pipeline state viewer
Closes#3508
2025-01-02 09:44:10 +00:00
baldurk
ec261a2f85
Use API entry point not source entry point when decompiling source
2024-11-05 10:12:16 +00:00
Shahbaz Youssefi
76b6d47f9c
Support VK_KHR_dynamic_rendering_local_read
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Fixes #3341
2024-11-04 16:58:03 +00:00
baldurk
f0389a6ccc
Fix crash if opening D3D11 cbuffer view with no shader bound
2024-09-24 14:14:13 +01:00
baldurk
c75f1a1499
Clamp element size to avoid divide by 0
2024-07-15 16:44:23 +01:00
Jake Turner
51612fdc94
Vulkan PipelineState search for vertex attributes by register location
...
Closes #3379
2024-07-10 13:34:30 +01:00
Jake Turner
1307393836
D3D11 PipelineStateViewer use UAV tag for CS UAV resources
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Fixes problem that going to a compute shader UAV Buffer would not show the correct format for the buffer
2024-07-02 13:49:44 +01:00
Jasmine Hansen
cb951ba689
UI support for shader objects
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Info queries for pipeline state viewer and descriptor sets
Shader editing
2024-06-25 17:55:10 +01:00
baldurk
0943d8882f
Harden descriptor access handling on both sides of the replay API
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* Avoid generating bad descriptor accesses in the first place, and make the
pipeline state more robust in that case so that it doesn't crash.
2024-06-25 17:25:16 +01:00
baldurk
47c5773d08
Fix crash in vulkan pipeline state viewer
2024-04-30 09:50:34 +01:00
baldurk
7e7bbf58a8
Reflect multiple entry points & ray properties from DXIL shaders
2024-04-26 13:55:19 +01:00
baldurk
bdc06af0de
Add reflection of acceleration structures in DXIL & new descriptor type
2024-04-19 10:04:26 +01:00
baldurk
431c11feb6
Fix warnings identified by clang
2024-04-10 22:17:14 +01:00
baldurk
1194531fc5
Add a descriptor viewer for showing all of a heap, root sig, or set
2024-04-10 18:58:53 +01:00
baldurk
153cd2aa16
Expose queries for descriptor stores and D3D12 root signature range
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* This will allow a UI viewer or consumer of the replay API to more easily query
'all' descriptors for a given store.
2024-04-10 18:58:53 +01:00
baldurk
12a17b12f4
Display push descriptor sets in vulkan pipeline state viewer
2024-04-10 18:58:52 +01:00
baldurk
0284d551ea
Switch from specific Attachment structs to using Descriptor for outputs
2024-04-10 18:58:52 +01:00
baldurk
6194d5a5a0
Rename resType to textureType in ShaderResource to be more accurate
2024-04-10 18:58:52 +01:00
baldurk
205ed0e6fa
Remove old shader bindpoint mapping handling entirely
2024-04-10 18:58:52 +01:00
baldurk
acc533ec60
Update Vulkan pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00
baldurk
5d13456a65
Update D3D12 pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00
baldurk
317c670fd5
Update GL pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00
baldurk
e08107ebe8
Update D3D11 pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00
baldurk
f4e3087177
Update common pipeline state viewer code to not use bindpoint mapping
2024-04-10 18:58:51 +01:00
baldurk
292bb596dc
Add GL input attribute dynamic binding information to pipe state
2024-04-10 18:58:51 +01:00
baldurk
2bbe1a8cd9
Update shader viewer and debugging with new reporting for shader binds
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* This shifts from reporting from the old style bindset/bind to the new system
of only referencing by shader interface and index (independent of binding
model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
access and descriptor contents in a fashion friendly to interface-index
lookup.
2024-04-10 18:58:51 +01:00
baldurk
b9fd432d11
Report and handle source-level entry point name from exported name
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* The compiler could compile an entry point "foo" into an export "bar". We use
the exported name in most places as that's guaranteed to be unique by the API
and used for cross-referencing, but when recompiling we pass the original
source name as in the debug info.
2024-03-05 11:38:19 +00:00
baldurk
3e2340fe16
Add identified support for slang (the language and the tool)
2024-03-01 12:11:37 +00:00
baldurk
9f4f0e6aa1
Update copyright years to 2024
2024-02-12 11:04:52 +00:00
Jake Turner
f938afee2c
PipelineStateViewer support right-click copy of stencil values
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Having NoSelection caused nothing to be copied to the clipboard
Examples of copied data
D3D12 `Front Greater Keep Keep Replace FF FF 55`
D3D11 `Front Greater Keep Keep Replace`
GL `Front Greater Keep Keep Replace FF FF 55`
Vk `Front Always Keep Keep Replace FF FF 01`
Closes #3240
2024-02-06 05:45:52 -08:00
Jake Turner
03ab274252
Fix off by one error in the slice range tooltip
2024-02-01 15:43:36 +00:00
baldurk
928de11118
Make pipeline flowchart more 'sticky' between mesh and normal draws
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* It won't be as quick to revert to the normal pipeline, but stay showing the
mesh pipeline.
2024-01-10 14:03:31 +00:00
baldurk
6fdea16fd1
Propagate subgroup size properly when recreating graphics pipelines
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* Also add an additional indicator in the pipeline state view.
2024-01-10 13:59:29 +00:00
Jake Turner
65e77c56ba
Vulkan PipelineSate CS Tooltip now says "Save Shader SPIR-V"
...
Minor copy-paste error used to say "Save Shader DXBC"
2023-12-22 12:53:40 +00:00
Jake Turner
10b0eb2b85
Offset and Size consistency display in PipelineState UI
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Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00