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