* This seems to crash if no pipeline is bound when SetViewInstanceMask() is
called. We can't make this completely conditional and still be legal, but at
least we can avoid triggering it if view instancing isn't being used anyway.
Use D3D12_PLACED_SUBRESOURCE_FOOTPRINT Offset parameter to get to within 16KB of the destination buffer byte offset.
Set the copy texture footprint to be a 1D Texture with a width to be equal to the remaining byte offset / pixel_byte_size + 1.
Use a destination X of the remaining byte offset / pixel_byte_size
1000 drawcalls of 1 instance of 1 triangle
1 drawcall of 1000 instances of 1 triangle
Python tests verify the count of modifications is correct, the modifications are self-consistent and the picked texture value matches the final modifications tex after value
Load buffer address from push constants as a uvec2 and bitcast to a pointer
Load vec4 from the buffer address pointer
Bitcast uint2 address to a pointer and load from the pointer
OpPtrAccessChain : float[] : ArrayStride 4
OpPtrAccessChain : float[] : ArrayStride 8
OpPtrAccessChain : float[] : ArrayStride 12
Convert u64 address to a pointer and load from the pointer
Convert u64 address to a pointer and back to a u64 address, load from the address
Arithmetic on a u64 address then convert u64 address to a pointer and load from the pointer
Generate a u64 address using arithmetic on two u32 values and load from the address
* Previously MRT draws were reduced to a single RT with the pixel
history color target bound, which meant shader output was always
showing the results for RT0 rather than the target requested.
* Shader-out and post-mod passes of the per fragment callback have been
changed to keep all RTs bound and replace the history target into the
correct slot. The RenderTargetWriteMask is used to mask out all writes
to everything but the history target.
* The pixel history fixed color write shader has been changed to
provide 8 variations, each of which writes to only one of the possible
RTs. This prevents the other targets from being polluted by unintended
writes and fixes the validation warnings about shaders writing to RTs
that will not be bound.
* Unused render target index was removed from the occlusion callback.
Added logic to the entry point RENDERDOC_CreateRemoteServerConnection to shutdown the socket used to connect to a remote device when the function is used to test a connection (IRemoteServer **rend is null.) This previously created a handle leak, visible as accumulating /device/afd/ file handles on Windows.
Added logic to the Windows specialization of Process::LaunchProcess so it will close two handles: hChildStdError_Rd, and hChildStdOutput_Rd if the handles were created successfully but the process failed to launch. Previously these would accumulate during a remote probe for Android devices if ADB was not present or otherwise failed to launch.
* When using dynamic rendering we were falling through if we didn't find the
image as an attachment as we expected to, but in the case of direct stores we
don't expect to find it so we should return early rather than crashing trying
to look up a non-existent renderpass object.
Fixes a problem if a window creates a different window whilst loading a layout and the layout does not contain the second window i.e.
Loading a layout which contains "Mesh Viewer" will create "Event Browser" window from code. If the layout does not contain "Event Browser" then the "Event Browser" window would get parented to the main window and displayed incorrectly when the main window is shown.
* Installing the Android server on certain devices will not grant
'force-queryable' permissions, necessary for capture layer
discovery for API>=30. Reinstalling a second time fixes this
issue. With this change, the 'force-queryable' attribute is
checked post-install. If the check fails, it prompts a second
installtion attempt.
* Solution tested on:
- OPPO find X6, Android 13 (affected device)
- Google Pixel 6 and 7, Android 13
- SM-G930F, Android 8
Return DXGI_ERROR_UNSUPPORTED if try to create tiled resources
from CreateBuffer(), CreateTexture2D(), CreateTexture2D1()
Return D3D11_TILED_RESOURCES_NOT_SUPPORTED in CheckFeatures() with D3D11_FEATURE_D3D11_OPTIONS1
CreateTexture2D(), CreateTexture2D1(), CreateBuffer() should fail
CheckFeatureSupport() with D3D11_FEATURE_DATA_D3D11_OPTIONS1 or D3D11_FEATURE_DATA_D3D11_OPTIONS2 should return D3D11_TILED_RESOURCES_NOT_SUPPORTED