13559 Commits

Author SHA1 Message Date
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