Jake Turner
b0e1370309
Fixup EventBrowser support for handling filtering in StepNext/Prev
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- Use the CurAction() if the selected/effective EID are not valid
v1.47
2026-10-30 12:03:43 +00:00
Jake Turner
a679886609
Update the Prev/Next buttons state on capture load
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- added helper updateStepNextPrevButtonState() to unify setting the state
2026-10-30 11:38:57 +00:00
baldurk
b0c749c86c
Use correct context for shader debugging programs
2026-10-29 17:33:21 +00:00
baldurk
8e0a313621
Fix potential crash if an empty set of states is debugged
2026-10-29 17:33:21 +00:00
baldurk
29822109bd
Set GL marker regions on consistent context
2026-10-29 17:33:21 +00:00
baldurk
d059e150b6
Bind shader debug program for uniform setting
2026-10-29 17:33:21 +00:00
baldurk
2c39ab7138
Don't fetch sampler properties for texture buffer bindings
2026-10-29 17:33:21 +00:00
baldurk
10f9c2b471
Properly push and pop copy read buffer binding
2026-10-29 17:33:21 +00:00
baldurk
682a9b2c13
Use other name for debug sampling UBO
2026-10-29 17:33:20 +00:00
baldurk
31479b886a
Ensure GL_Shader_Debug_Zoo is compiled into tests
2026-10-29 17:33:20 +00:00
baldurk
b1620e0ae5
Use matching name for GL input/output variables
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* GL doesn't use location matching due to it not being supported always.
2026-10-29 17:33:20 +00:00
baldurk
d4f5a7e3ac
Use correct GLSL version to compile debug sampling shader
2026-10-29 17:33:20 +00:00
baldurk
363cc7c29e
For sanity only restore hooking env vars if we have something to restore
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* If things went drastically wrong, better to leave these alone than set to
empty.
2026-10-29 17:33:20 +00:00
Jake Turner
16a859d4f7
Fix GLES texdisplay fragment shader compile errors
2026-10-28 06:17:14 +00:00
baldurk
930452532b
Remove redundant OnEventChanged calls in buffer viewer
2026-10-27 14:32:14 +00:00
baldurk
d014cc6a7c
Don't double-delete buffer if aborting buffer fetch while UI is closed
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* buf was just pushed into the config which takes care of self-deleting when it
is deref'd.
2026-10-27 14:12:27 +00:00
baldurk
205bfd5e4f
Check fully dynamic attachment setup doesn't break
2026-10-27 12:26:20 +00:00
baldurk
41a17ba6f7
Don't set shader path tag when not available
2026-10-27 12:22:57 +00:00
baldurk
7abab64151
Add a global value to GL_Shader_Debug_Zoo
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* This produces unique debug info for 'executable' code
2026-10-27 11:51:39 +00:00
baldurk
6cdf7304c8
Mark RGP unsupported on both sides of proxy
2026-10-27 11:47:40 +00:00
baldurk
2395565271
Don't remote support for RGP captures over remote proxy
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* This doesn't work as we don't send the trigger call etc over the proxy.
2026-10-27 11:31:44 +00:00
baldurk
27fc73a74c
Fix access invoke callbacks relying on replay thread
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* Some CaptureAccess uses like enumerating GPUs happen before the replay thread
is running, in this case we can safely run on the UI thread as we know there
will be nothing to conflict with.
2026-10-26 17:44:59 +00:00
baldurk
437fe7e992
Add access invoke which deliberately goes onto the replay thread
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* We previously decided we'd normally access this only on the UI thread when
local, and only on the replay thread when remote (by neccessity), but some
actions like resolving symbols can be quite slow so we want to make sure these
are actually async and so we leave them on the replay thread so we can display
a proper UI spinner and leave the UI thread active.
2026-10-26 17:35:03 +00:00
baldurk
660a4f0f93
Improve display of callstacks while loading from remote
2026-10-26 17:21:59 +00:00
baldurk
e8d39bb902
Add VK_Device_Address_Commands tests to CMakeLists.txt
2026-10-26 17:20:36 +00:00
baldurk
aac221a83b
Fix leak in BufferViewer
2026-10-26 13:14:10 +00:00
baldurk
0ae1472da8
Fix glslang global lock to not alloc each time!
2026-10-26 13:14:10 +00:00
baldurk
5867c46f99
Add lock around accessing shutdown functions
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* These can be registered on threads so may technically race.
2026-10-26 13:14:10 +00:00
baldurk
824c86a244
Leak iconv lock to preserve better shutdown order
2026-10-26 13:14:10 +00:00
baldurk
36a95ccb0c
Use m_DeferredInit to guard waiting in python calls that need reflector
2026-10-26 13:14:10 +00:00
baldurk
0384f09365
Add needed default argument for python function
2026-10-26 12:10:38 +00:00
baldurk
3ea44b8511
Add tests for separate debug info on D3D + Vulkan, and embedding
2026-10-26 11:47:28 +00:00
baldurk
65b29ca9b4
Adjust bytecode handling to reduce redundant copies held in memory
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* We always just hold one version of the bytecode, in the shader container
(possibly with an extra debug blob on D3D where that is necessary for DXBC).
* We also remove any attempt to fall back to the original shader blob if we have
debug search paths found and we get a debug replacement blob (mostly relevant
for Vulkan but legacy separate debug info on DXBC also does whole-blob
replacement). If the debug search paths change and we reload, but fail to find
a debug blob, we continue using the previous debug blob if we had one.
2026-10-26 11:46:53 +00:00
baldurk
0a91fea828
Intercept obsolete form of EGL surface creation functions. Closes #3924
2026-10-26 10:27:14 +00:00
baldurk
e99d699ccd
Fix other instances of -Wunused-lambda-capture
2026-10-24 02:09:55 +01:00
baldurk
6c7dd63164
Remove -Wno-unused-lambda-capture so we get those errors on normal clang
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* Unclear why this was blocked on OS X clang as it clearly fires, but this means
this warning is no longer OS X only which makes iterating on normal machines easier.
2026-10-24 02:08:31 +01:00
baldurk
38af0c99ac
Remove another unused lambda capture
2026-10-24 01:48:31 +01:00
baldurk
e38dda650c
Remove unused lambda capture
2026-10-24 01:01:38 +01:00
baldurk
3f51938e13
Rename shadowed variable
2026-10-24 00:09:33 +01:00
baldurk
ba62371e3f
Create D3D12 ExecuteIndirect patching shader at startup
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* Creating it late when we're uploading the address map means it gets included
as a non-internal resource in the replay resources list.
2026-10-23 23:13:17 +01:00
baldurk
948df720ad
Remove linked shaderc support in demos - no longer supported
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* shaderc doesn't build with VS2015 so can't be linked in.
2026-10-23 23:13:17 +01:00
baldurk
e61e44e1f6
Remove debug code leftover
2026-10-23 23:13:17 +01:00
baldurk
0f3010d930
Don't consider DXIL blobs to ever use vendor extensions
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* This was never fully supported by RenderDoc, certainly not when debugging was
added, and it's unclear if vendors ever supported this either.
2026-10-23 23:13:17 +01:00
baldurk
8f675fa3c2
Fix check for unbounded cbuffer arrays on DXBC
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* Previous check was gated behind vendor extensions being used accidentally.
2026-10-23 23:13:16 +01:00
baldurk
b62af7c64f
Return success from SPIR-V parse, add overload to move SPIR-V words
2026-10-23 23:13:16 +01:00
baldurk
7bacf7f79b
If saving a remote capture on shutdown, wait for transfer before exit
2026-10-23 23:13:16 +01:00
baldurk
f1c7eff75b
Prevent absolutely ridiculous and silly linux behaviour to kill programs
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* By default on linux some send() errors will kill the process instead of
returning an error code.
2026-10-23 23:13:16 +01:00
baldurk
64b3775332
Fix recompression of remote captures not working correctly
2026-10-23 23:13:16 +01:00
baldurk
39be707fde
Ensure consistent thread usage of ICaptureAccess in the UI
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* We could put everything onto the replay thread but that's unnecessary back-
and-forth pingponging for a local capture.
* This is safe to use on the UI thread if it's local, but if it's remote it uses
the same connection as the replay controller so must happen on the replay
thread.
* We add a new helper (not exposed to swig) that handles this check, and for
python we wrap the returned ICaptureAccess in an invoker that ensures we are
on one of those threads.
2026-10-23 23:13:16 +01:00
baldurk
198bd9d673
Update VK_KHR_device_address_commands in internal doc
2026-10-23 23:13:16 +01:00