baldurk
323726cde8
Ensure we don't use new Android SDKs which are of course broken
v1.34
2024-08-02 17:08:29 +01:00
baldurk
26b96b6569
Fix issue handling non-struct return from cbuffer load in DXIL
2024-08-02 12:53:27 +01:00
baldurk
76b2e17c54
Add some bulletproofing to driver file version logging
2024-08-01 11:01:26 +01:00
baldurk
6b42e75bb2
Don't initialise a new ResourceRange while destroying D3D11 objects
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* This can cause a recursive call and crash if we are destroying the D3D11
device at the time
2024-07-31 16:24:47 +01:00
Jake Turner
521a0b5fff
Ignore MSAA image FillWithDiscard on non-graphics queues
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MSAA fill requires a graphics capable queue
2024-07-31 10:40:22 +01:00
Jake Turner
f2f07cbc74
DXIL Disassembly moved global SSA ID to be part of SettleIDs
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Removed it from Accumulator::processFunction()
2024-07-29 15:47:20 +01:00
baldurk
fe31bdbdf8
Change incorrect -Wno-error to remove warning entirely
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* If a warning is valid, it should be fixed, and if it is invalid it should be
ignored entirely.
2024-07-29 14:28:11 +01:00
baldurk
aa09927662
Remove ignored commit in commit message checks
2024-07-29 14:28:11 +01:00
Jake Turner
16e2802930
Make nextSSAId parameter a default pointer parameter
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The SSAIds get computed once during SettleIDs() as part of DXIL disassembly (and DXIL debugger)
Pass in local variable for usage in ProgramEditor
2024-07-28 14:12:51 +01:00
baldurk
c3331146ff
Remove DENY flags when fetching task/mesh shader output on D3D12
2024-07-27 21:21:29 +01:00
baldurk
48564a8e53
Make required nextSSAId parameter reference not pointer
2024-07-27 21:13:29 +01:00
Jake Turner
e92a6a6527
For DXIL Disassembly change "." -> "_" in Instruction names
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Disabled when DXC_COMPATIBLE_DISASM is enabled
The shader debugger treats "." in a variable name as a field separator
2024-07-27 14:34:29 +01:00
Jake Turner
c6ef900f34
DXIL Disassembly added Program::GetArgId(const Value* v)
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For use in RD disassembly and DXIL debugger
2024-07-27 14:34:24 +01:00
Jake Turner
cce5d94c4a
DXIL Disassembly changed Instruction::slot to be global unique SSA Id
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Used by DXIL Debugger, new behaviour is disabled when DXC_COMPATIBLE_DISASM is enabled
2024-07-27 14:34:17 +01:00
Jake Turner
1120148a54
Put resource specific data in a union in DXIL::EntryPoint::ResourceBase
2024-07-27 14:20:58 +01:00
Sluggernot
7f1cb948b3
Initialize D3D12_SAMPLER_DESC before modifying value
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Small change to initialize D3D12_SAMPLER_DESC2 before it is used.
2024-07-27 14:19:53 +01:00
baldurk
ae7f1a4a9a
Log GPUs enumerated and driver file versions & timestamps on windows
2024-07-26 17:47:09 +01:00
Jake Turner
89dd99d203
GL Reflection support for shadow Cube Map Array samplers Closes #3391
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i.e. "samplerCubeArrayShadow" in GLSL
2024-07-25 14:26:51 +01:00
Jake Turner
d0675c75bf
D3D12 Mesh Shader Feedback support for non-global payload variable
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i.e. payload variable comes from a stack allocation instead of groupshared
2024-07-24 13:21:57 +01:00
Jake Turner
84786aea20
Demos test D3D12_Shader_Mesh
2024-07-24 13:21:57 +01:00
Jake Turner
742886b1b6
Handle OpAccessChain with zero indexes in SPIRV Reflection
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It is legal to have zero indexes
2024-07-23 10:32:48 +01:00
baldurk
fd0062572b
Fix missing iteration with templated push descriptors
2024-07-22 16:17:17 +01:00
baldurk
7db141c77b
Implement bindless feedback for samplers on D3D12. Closes #3387
2024-07-22 16:17:10 +01:00
tomjohnstone
97c072fa79
Fix up calls to CheckFeatureSupport
2024-07-22 13:29:57 +01:00
Jake Turner
4957cfd39a
D3D12 Pixel History GPU sync all queues not just the active queue
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Delete pOcclusionQueryHeap after fetching the results from it instead of at the end of pixel history function
2024-07-16 16:37:13 +01:00
baldurk
df32442362
Patch EmitMeshTasksEXT calls that don't use the referenced payload
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* Unclear on if this is valid or not but it is likely considered to be a
degenerate case, where a payload is declared and referenced by the entry point
then not used in the emit. The contents in the mesh shader are presumably
undefined but if they're similarly unused that's fine?
2024-07-16 16:12:30 +01:00
baldurk
16c440776d
Fix bounds check on number of descriptor sets
2024-07-16 11:00:37 +01:00
baldurk
c75f1a1499
Clamp element size to avoid divide by 0
2024-07-15 16:44:23 +01:00
baldurk
d5cc1cf626
Import threading on python context startup on main thread for debuggers
2024-07-15 16:22:38 +01:00
baldurk
c9bb4ca4b8
Copy additional optional libraries from python install for debugging
2024-07-15 16:21:36 +01:00
baldurk
02f4e38dc9
Fix vulkan object comparison
2024-07-13 22:48:39 +01:00
baldurk
cb46ec9c51
Set correct stage for fake copy descriptors in texture viewer
2024-07-13 22:30:08 +01:00
baldurk
9a24c83f7a
Don't pass through deferred operations when creating pipelines
2024-07-13 22:30:07 +01:00
Thomas Johnstone
ab6f27dfea
Update miniz to 3.0.2
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This fixes the size returned from mz_zip_reader_extract_to_heap for large resource buffers
More details can be found here: https://github.com/richgel999/miniz/pull/220
2024-07-12 14:50:54 +01:00
Thomas Johnstone
642ade8aad
Fix for deserializing chunk length greater than 4GB from XML
2024-07-12 14:50:54 +01:00
Jake Turner
8986329d1e
nVidia Vk driver bug workaround for series 10 cards
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Series 10 cards do not support Mesh Shaders, according to Vulkan spec it should be valid to bind NULL shader objects to mesh stage even if the feature is not supported.
2024-07-11 07:04:11 +01:00
Jake Turner
e1e35bf5ac
RD DXIL Disassembly use the Block id for label tracking
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Remove: labelToBlockIndex, blockIndexToLabel
Shows the start label in a function because it might be referenced in a phi node
Use Block id for the label if the label does not have a name (Block slot might not be unique/set)
2024-07-10 13:34:30 +01:00
Jake Turner
27cfb727c0
Set the correct type for DXIL Compute Shader Input signature reflection
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Previously was showing "threadId", "threadIdInGroup", "groupId" as float3 instead of uint3
2024-07-10 13:34:30 +01:00
Jake Turner
51612fdc94
Vulkan PipelineState search for vertex attributes by register location
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Closes #3379
2024-07-10 13:34:30 +01:00
Jake Turner
53b0a84a68
GL Descriptors process input signatures with ShaderBuiltin::Undefined
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As an example SPIRV compiled vertex shaders can have input signatures with a mixture of Undefined and valid ShaderBuiltIn's
Closes #3375
2024-07-10 13:34:29 +01:00
Jake Turner
e4a52ffe2a
In Win32 ApplyHooks get module baseAddress from the call to LoadLibrary
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If the module is unloaded, reloaded during the hooking process the base address might have changed and the original baseAddress will be pointing to invalid memory
2024-07-10 13:34:29 +01:00
feng716
94212f1488
move code to the existing gcc version check clause
2024-07-10 05:24:12 +01:00
feng716
ddc606be0e
move code to qrenderdoc/CMakeLists.txt
2024-07-10 05:24:12 +01:00
feng716
7bae53e098
fix compatibity problem
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string sub-command REGEX mode MATCHALL does not support lists
2024-07-10 05:24:12 +01:00
feng716
a339714159
remove extra lines
2024-07-10 05:24:12 +01:00
feng716
2f7ebd461c
replace GREATER_EQUAL with GREATER
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GREATER_EQUAL is not supported in CMake 2.8
2024-07-10 05:24:12 +01:00
feng716
295677f566
fix relative path
2024-07-10 05:24:12 +01:00
feng716
3bd5f5a631
Add version determination
2024-07-10 05:24:12 +01:00
feng716
9c41ef366e
add option '-Wno-error=template-id-cdtor'
2024-07-10 05:24:12 +01:00
Aliya Pazylbekova
9ebd796cd8
Remove GGP support
2024-07-08 14:19:42 +01:00