12746 Commits

Author SHA1 Message Date
baldurk 22d4dc4574 Don't create temporary device if D3D12 is not supported v1.17 2021-11-26 10:59:22 +00:00
baldurk 33751470f2 Fix random new CI failure by setting CMAKE_CXX_STANDARD_REQUIRED 2021-11-25 12:16:45 +00:00
baldurk eb18acf224 Fix a crash opening performance counter viewer with capture open 2021-11-24 14:11:42 +00:00
baldurk 62babcb497 Fix python example for API change 2021-11-24 14:08:52 +00:00
baldurk c8c3cc35fc Fix crash in rdcarray comparison 2021-11-24 13:02:56 +00:00
Jake Turner e3e50fd9e4 By default disable ENABLE_PYRENDERDOC for Apple
Rather than a platform exception when building python modules
cmake variable UNIX is true when building for Apple platform
2021-11-23 10:32:45 +00:00
baldurk 8d9a618bd6 Fix possible compile error in VK_Load_Store_None test 2021-11-22 13:15:41 +00:00
zephyrxiao 0f403fc201 Fix EXT_map_buffer_range alias
glMapBufferRangeEXT and glFlushMappedBufferRangeEXT are aliases of glMapBufferRange and glFlushMappedBufferRange repectively.
2021-11-22 12:41:18 +00:00
baldurk 3aa37498fc Add missing comparison operator for rdcarray 2021-11-19 15:43:41 +00:00
baldurk c413e5786a Add some unit test coverage of basic types 2021-11-19 14:55:15 +00:00
baldurk fb7f3c2ecb Keep any preserved builtins in entry point interface. Closes #2417
* When running SPIR-V < 1.4 we only put Input variables in the entry point
  interface, which is usually just our thread ID. However we keep subgroup
  builtins as-is and they are also Inputs and need to be kept in the interface.
2021-11-19 14:51:56 +00:00
baldurk 861f55b467 Test picking empty draws in mesh view 2021-11-19 12:26:06 +00:00
baldurk bd2659a6ab Increase number of captures on GL_Leak_Check test to match other APIs 2021-11-19 12:11:41 +00:00
baldurk 2498043374 Add test of standard counters 2021-11-19 11:56:36 +00:00
baldurk 8f51857c69 Test D3D12 placed resources keeping a reference on their heap 2021-11-19 11:22:53 +00:00
baldurk 0ba16d187a Handle B8G8R8A8_UNORM case in DDS load 2021-11-19 11:18:51 +00:00
baldurk 966ab0a738 Add command line option to qrenderdoc to run a script with the UI open 2021-11-17 15:52:52 +00:00
baldurk 888676ecc7 Fix crash reading D3D12 pipeline state from vulkan for compute selector 2021-11-17 13:07:12 +00:00
Mikko Rasa f068494218 Fix signedness mismatches 2021-11-16 17:10:00 +00:00
baldurk 3e8ecc6040 Fix unit test expectations for specialisation constants 2021-11-16 17:09:37 +00:00
baldurk b8f19b3808 Fix serialiser assert firing when writing structured chunk data 2021-11-16 17:09:29 +00:00
baldurk 0f4433f658 Add a test of multiple entry points in a SPIR-V module 2021-11-16 16:27:36 +00:00
baldurk 5312c86592 Remove unused execution modes when removing entry points 2021-11-16 16:27:17 +00:00
baldurk c6a915f4b4 Only use VkPipelineRasterizationStateStreamCreateInfoEXT if stream set 2021-11-16 16:18:30 +00:00
baldurk 9f97419ee4 Fix problem with patching framebuffers in vulkan pixel history 2021-11-16 15:41:13 +00:00
baldurk 751c80af85 Don't use spec constant ID as offset for storage. Closes #2413
* This requires a linear search to get the offset for a constant by ID, but
  hopefully no-one will have so many constants that this becomes an issue.
2021-11-16 15:01:42 +00:00
baldurk 64a7bcc22e Remove VK_KHR_present_wait extension on replay 2021-11-16 11:34:52 +00:00
baldurk 4647492b24 Remove message about binding 0 GPUVA for root parameters
* It's supposed to be legal technically, but it's illegal to dereference so
  dropping these binds is also fine. Since this has caused driver crashes before
  that seems safer.
2021-11-16 11:34:31 +00:00
baldurk 37fd59313b Add a test of vulkan shader debug printf 2021-11-15 16:14:00 +00:00
baldurk 9e5b81471c Clear shader message count cache when resetting event browser 2021-11-15 15:49:28 +00:00
baldurk ff1fc1c20f Test handling of residency refcounting and placed resources on D3D12 2021-11-15 15:07:56 +00:00
baldurk 799f3a806b Add tests of multi-bind GL functions that take NULL arrays 2021-11-15 13:32:10 +00:00
baldurk f96a91a108 Show how to hardcode a single test in the demos project 2021-11-15 13:09:24 +00:00
baldurk 4d2afdeea7 Skip past any undefined descriptor binds when overflowing. Closes #2410 2021-11-15 12:02:24 +00:00
baldurk 9fff431f5a Change recursive chunk assert check
* We don't always start serialising from offset 0, e.g. when streaming or when
  writing initial states directly into a capture file.
2021-11-15 12:00:12 +00:00
baldurk 5b4d6dab63 Implement buffer copy via get function for GL queries. Closes #2409 2021-11-15 11:25:57 +00:00
baldurk 32fd5b5f18 Fix SDK detection on VS2022 where the windows SDK has no 64-bit reg key 2021-11-15 11:02:05 +00:00
Jake Turner a5636c7bec When starting a chunk assert that it starts from 0
Help to catch the mistake of starting a chunk inside an active chunk ie. calling SCOPED_SERIALISE_CHUNK inside an existing SCOPED_SERIALISE_CHUNK
2021-11-15 10:30:29 +00:00
baldurk ae9ce88930 Remove subsampled bit from vulkan images on replay. Refs #2403 2021-11-12 14:11:56 +00:00
baldurk 2e4905a6a8 Ensure that texture views have right texture type recorded. Closes #2408 2021-11-12 11:16:23 +00:00
baldurk 4d906c5007 Check that multiple D3D12 devices with different resources doesn't break 2021-11-11 15:54:47 +00:00
baldurk 3da6a89bfb Test reading from NULL vertex buffer at offset 0 with VK_EXT_robustness2 2021-11-11 15:36:56 +00:00
baldurk 77e11abf07 Test that mapping and unmapping a "persistent" buffer each frame works 2021-11-11 15:20:43 +00:00
baldurk eb96e8007c Fix validation error in VK_Shader_Debug_Zoo 2021-11-11 15:15:50 +00:00
baldurk d0d809f43e Add a test using ~0U for OpVectorShuffle inputs 2021-11-11 15:15:42 +00:00
baldurk 352821026e Add tests that frame 0 can be captured and contains correct events 2021-11-11 14:43:17 +00:00
baldurk 15944e2b41 Patch dynamic rendering depth format for pixel history 2021-11-10 14:34:08 +00:00
baldurk e51f24ee25 Disable extended dynamic states that might mess with pixel history 2021-11-10 14:34:08 +00:00
baldurk da6872065f Add event usage for attachments being cleared with dynamic rendering 2021-11-10 14:34:08 +00:00
Orson Baines 3e8eed172e Add Mesh Viewer axis mapping to vulkan, d3d11, and d3d12 drivers 2021-11-10 10:43:52 +00:00