Artur Wojcik
df7a3562be
Update the documentation of the ProgressBar widget
v1.23
2022-11-28 14:41:00 +01:00
Artur Wojcik
bae0d1992b
MiniQtHelper: add ProgressBar widget
2022-11-28 14:41:00 +01:00
baldurk
d7b9b61201
Install pcre on mac for CI builds
2022-11-24 23:40:01 +00:00
baldurk
24da6390eb
Document the new methods of generating SPIR-V shader debug information
2022-11-24 22:58:12 +00:00
Lionel Landwerlin
2308bf7bd8
Fix binding field of VkVertexInputBindingDivisorDescriptionEXT
2022-11-24 19:10:37 +01:00
baldurk
839e9f609f
Add a safety barrier between buffer fills and copies
...
* It's unclear if this should be required as the fills and copies don't overlap,
but this is not so perf sensitive that a barrier can't be added for safety.
2022-11-23 17:42:14 +00:00
baldurk
c144757d11
Re-use initial replay to fetch shader feedback without polluting state
...
* Previously with shader feedback being fetched separately we may have had to
replay multiple times to ensure clean results. If we do it as part of the
initial replay on selecting the event this issue goes away and we remove the
extra redundant replay.
2022-11-23 15:19:51 +00:00
baldurk
9ffa334268
Set empty pixmap before setting text on pipeline state labels
...
* Setting an empty pixmap seems to clear out the text also sometimes. This order
should always be safer.
2022-11-23 11:14:38 +00:00
baldurk
93bb5acea8
Specify flat decoration for integer inputs we add in patching
2022-11-21 16:08:31 +00:00
baldurk
e9c1763715
Only provide instance divisors for per-instance vertex attributes
2022-11-21 16:08:31 +00:00
baldurk
4c80be321f
Handle D24X8 the same as D24S8 for discard patterns
2022-11-21 15:49:29 +00:00
baldurk
28a994035b
Ensure pNext chain structs are properly reset when making create infos
2022-11-21 15:36:21 +00:00
baldurk
69c1990035
Fix handling of descriptor feedback in iterating arrays
2022-11-21 15:22:43 +00:00
baldurk
dfe07d6822
Update application API to 1.6.0, add capture title setter
2022-11-21 13:49:15 +00:00
baldurk
3ec6986ac4
Test that descriptor arrays of dynamic UBOs have offsets replayed
2022-11-18 14:21:14 +00:00
baldurk
428862d737
Test resolve attachments in D3D12 render passes
2022-11-18 14:04:57 +00:00
baldurk
a37f62124d
Test integer texture loads in D3D shader debugging
2022-11-18 14:01:59 +00:00
baldurk
037dd63d83
Fail D3D12 amd shader extensions test if UAV bind slot isn't supported
...
* UE5 checks for this feature so we'll also check for it.
2022-11-18 12:43:30 +00:00
baldurk
62bfec8442
Test empty submits are properly processed
2022-11-18 12:37:45 +00:00
baldurk
5aae46a86e
Test out-of-bounds descriptor access in D3D12 indexing test
2022-11-18 12:24:05 +00:00
baldurk
de2d6e7be9
Clamp/sanitise number of mips or array slices in D3D12 pipeline view
2022-11-17 18:22:57 +00:00
baldurk
153bc31a92
Fix off-by-one when searching for re-used arrays
2022-11-17 18:22:57 +00:00
baldurk
1f34b0ba57
Test D3D12 descriptors with 0 or ~0 as mip count
2022-11-17 18:22:57 +00:00
baldurk
16f7791437
Test more edge case root signature mappings with D3D12 shader debug
2022-11-17 18:22:57 +00:00
baldurk
108e4695df
Add a test for resources being accessed in-shader then overwritten
2022-11-17 18:22:57 +00:00
baldurk
f2f77716ad
Test that vkEnumeratePhysicalDevices correctly handles undersized array
2022-11-17 18:22:57 +00:00
Artur Wojcik
3624d6e30b
Fix the invalid pointer dereference bug in the combo widget
2022-11-17 19:22:40 +01:00
Artur Wojcik
789a2a131c
Use the previous naming to keep source compatibility
2022-11-17 19:22:40 +01:00
Artur Wojcik
e630515813
MiniQtHelper: upgrade ComboBox widget
...
Added interface functions:
- GetComboBoxCount() the function returns the number of
combo box options currently set,
- SelectComboBoxOption() - selects an active combo box
option by name from the list of set options.
Updated interface functions:
- Changed SetComboOptions() to SetComboBoxOptions to keep
consistency in naming.
2022-11-17 19:22:40 +01:00
Artur Wojcik
e2f3426dc6
MiniQtHelper: fix the bug in SetWidgetFont() while setting the font face
...
Signed-off-by: Artur Wojcik <artur.wojcik@amd.com >
2022-11-15 19:56:25 +01:00
baldurk
14484cc67c
Slightly increase D3D12 leak check threshold
...
* We're now caching descriptor data so we deliberately allocate a bit more
memory. This will still allow us to catch egregious leaks.
2022-11-15 13:11:16 +00:00
baldurk
e8cd70c22d
Add some missing error messages during init contents prepare
2022-11-14 14:44:17 +00:00
baldurk
48f0c9a709
Fix missing release of resources
2022-11-14 13:57:21 +00:00
baldurk
1755176b1a
More mac fixes
2022-11-13 15:26:09 +00:00
baldurk
a1240f5f04
Fix mac compilation
2022-11-13 14:20:35 +00:00
baldurk
bbdf7ffbca
Make sure to upload mapped memory via cpu copy during loading on D3D12
2022-11-12 21:50:25 +00:00
baldurk
7291567fff
Implement GPU-pushed readback for memory when optimal on D3D12
2022-11-11 15:25:51 +00:00
baldurk
7b96647dac
When only returning used entries, skip entirely unused descriptor arrays
2022-11-09 18:02:46 +00:00
baldurk
61fc2f82f2
Improve iteration for large unused descriptor arrays in D3D12 pipeline
2022-11-09 17:51:33 +00:00
baldurk
6343a52c2f
Conservatively reserve space for return arrays
2022-11-09 16:45:44 +00:00
baldurk
ef2bdc995d
Fix mutable bitmask being set when cache is populated
2022-11-09 16:36:49 +00:00
baldurk
f0644a2257
Fix issue where multiple thumbnails would be added for overlapping binds
...
* Previously we iterated over each bind, and found the matching resources. Now
we iterate over resources and find the matching bind. This matters when there
are multiple overlapping binds so they are only found once (we don't
disambguate which bind was used, as we don't elsewhere currently)
2022-11-09 14:15:15 +00:00
baldurk
d11da2f3a1
Refactor texture viewer thumbnails to not use swapchains
...
* There seems to be a significant slowdown when using real swapchains, both for
creation and display. Since thumbnails don't update often (only on event
change, or if the panel is resized which is not a regular occurence)
counterintuitively it's better to render and readback the image offscreen and
re-upload it on the CPU.
2022-11-09 14:14:24 +00:00
baldurk
2e276a7f84
Remove rdcarray sized constructor
2022-11-09 13:22:53 +00:00
baldurk
2cf7b911c7
Fix refcounting issue with python frame objects
2022-11-09 12:20:48 +00:00
baldurk
742e3de252
Cache expanded views from large immutable D3D12 descriptor heaps
...
* The principle here is that on D3D12 it's common to have huge descriptor heaps
in which only a handful of descriptors are changed. By caching the expanded
D3D12Pipe::View results from these unchanging descriptors we don't have to do
that over and over. Any descriptors written in the captured frame may have
different contents depending on where we've replayed up to, so we don't cache
them to keep things simple rather than invalidating the cache.
2022-11-08 17:42:18 +00:00
baldurk
ffe09f1cb0
Do a better job of reserving memory for D3D12 pipeline state arrays
2022-11-08 16:26:09 +00:00
baldurk
a21b78f55a
Treat custom heaps on D3D12 with appropriate properties as CPU-copied
2022-11-08 16:16:31 +00:00
baldurk
aacbaa77fb
Refactor D3D12 map to do CPU uploads directly into mapped memory
2022-11-08 15:46:04 +00:00
baldurk
909b400683
Increase the data upload list array to 64 to reduce mid-frame syncs
2022-11-08 15:40:29 +00:00