baldurk
a94f238e37
Ensure PersistantConfig member functions are documented
v1.5
2019-10-09 10:25:49 +01:00
Aliya Pazylbekova
3587ec2e77
VK pixel history: re-write shaders to remove side effects
...
So that we can replay a draw multiple times.
Added m_EventResourceUsage that keeps track of resource usage
for an event, allows quickly figuring out if an event had any
shader RW resources, and only then doing an expensive part of
analyzing/rewriting a shader.
2019-10-01 21:48:29 +01:00
baldurk
16dace3d48
Fix tests running on 32-bit
2019-10-01 17:59:01 +01:00
Benson Joeris
87a172167f
Reset images when backing memory is Reset
...
There are some situations that cause us to reset the memory backing an
image, but not the image itself--this puts the image in a corrupted
state.
This fix updates the image initialization logic to check the bound
memory. If the memory is written by any captured command, or if the
memory is reset, then the entire is image is assumed to be
uninitialized.
Change-Id: Ifb1ec6bfd83f93def0818dbabcb0ea57f0febe54
2019-10-01 16:47:28 +01:00
baldurk
8ca714382b
Don't grab backbuffer screenshot in D3D12 while holding transition lock
...
* Prevents a deadlock between the cap transition lock and the queue's lock.
2019-09-30 17:42:14 +01:00
baldurk
fa4c7c0faa
Fix D3D12's GetTextureData() to work properly for 3D textures.
2019-09-30 16:30:40 +01:00
baldurk
e3d902e686
Don't try to set find icons if no capture is loaded
2019-09-30 16:30:40 +01:00
baldurk
aed3d5fe4f
Add naming overload for VkSampler in tests
2019-09-30 16:30:40 +01:00
baldurk
ca6c6faf27
Highlight combined image/samplers to clarify sampler use. Closes #1533
...
* When the same sampler is used in multiple combined image/sampler descriptors
we only list the sampler once to avoid really verbose unnecessary rows. Use
row highlighting to indicate which sampler is used with which image, and add
it to the view details tooltip with the image layout
2019-09-30 16:30:40 +01:00
baldurk
ca9e43fd6e
Add hoverItemChanged event to RDTreeWidget
2019-09-30 13:41:14 +01:00
baldurk
b88e9bf9d9
Split DOCUMENT that got too long, to fix visual assist
2019-09-30 12:08:31 +01:00
Florian Bagar
d84136fe29
added D3D11Device5 checks + fixed QueryInterface calls
2019-09-30 11:34:37 +01:00
baldurk
76622f65aa
Update index buffer binding when VAO changes
2019-09-23 20:48:07 +01:00
baldurk
812e601a88
Ignore sampler updates when descset has immutable samplers. Closes #1528
2019-09-23 16:48:04 +01:00
baldurk
2d473c39e7
Keep format in GL shaders for R/W images
2019-09-23 13:45:29 +01:00
baldurk
94f469b361
Open capture with options should not be a top-level window
2019-09-23 13:14:28 +01:00
baldurk
7a436e1463
Ensure logging locks aren't destroyed too early
...
* If these static locks are destroyed before other things at shutdown, logging
may crash. We can just leak them since they should survive until process
shutdown (where it's fine to leak)
2019-09-23 12:02:46 +01:00
baldurk
38415c2296
D3D error messages should be high severity
...
* Corruption error messages are rare and often fatal, don't demote error
messages to make room for them.
2019-09-23 10:31:36 +01:00
Aliya Pazylbekova
f0329ebace
Add implicit resolve usage for renderpasses
...
According to vulkan spec moving to the next subpass automatically
performs any multisample resolve operations in the subpass being
ended.
2019-09-21 01:22:27 +01:00
baldurk
e0c397a343
Don't add source files if they don't have source code
2019-09-20 12:53:00 +01:00
baldurk
aa57240d9c
Don't show individual enabled scissors if global toggle is off
2019-09-20 12:45:00 +01:00
baldurk
6c4299017a
Trim package path when pulling APK for patching
2019-09-20 12:32:14 +01:00
baldurk
21bfddf2af
Don't crash on reading an unexpected amount of padding
...
* The connection is likely lost/corrupted, but we shouldn't crash
2019-09-20 12:30:44 +01:00
baldurk
c67995b85a
Make it easier to run tests from within UI
2019-09-20 11:20:45 +01:00
baldurk
2828f194e1
Soften errors if D3D12 fails to load
2019-09-20 11:04:10 +01:00
baldurk
0bcf9a4e2d
Update DX headers to 10.0.18362.0, add new interfaces
...
* ID3D12GraphicsCommandList5 and ID3D12Device6
2019-09-19 20:09:38 +01:00
baldurk
ea5515b1da
Fix queries for IDXGIOutput4-6
2019-09-19 18:36:22 +01:00
baldurk
ee3e4bf150
Fix DXGI implicit backbuffer index tracking
...
* When DXGI_PRESENT_TEST flag is present, the backbuffer index doesn't
increment.
* Resizing the buffers resets the index back to 0.
2019-09-19 18:01:40 +01:00
baldurk
1f67022280
Free swapchain RTV before allocating new one
2019-09-19 16:47:57 +01:00
baldurk
3f9e3e3c94
Add stringise for DXGI_ERROR_ACCESS_DENIED HRESULT
2019-09-19 16:45:57 +01:00
baldurk
0e1c20342e
Try to handle invalid callstack sizes in serialisation without crashing
2019-09-19 11:47:11 +01:00
baldurk
78fba8ec57
Fix linux build
2019-09-18 19:33:37 +01:00
Dominic Filion Guay
57c60cdfb8
Fixed issue with MSAA textures on Oculus Quest.
2019-09-18 19:28:42 +01:00
baldurk
af97e50b3a
Implement ConvertToR11G11B10(), add conversion tests
2019-09-18 19:25:11 +01:00
baldurk
2d8b048a97
Return view format stride in bytes not in bits
2019-09-18 17:04:23 +01:00
baldurk
8cacf6927d
Handle unormten correctly
2019-09-18 17:04:10 +01:00
baldurk
40375a6d6e
Ensure all values are used and unstripped in GL_Vertex_Attr_Zoo
2019-09-18 15:28:12 +01:00
baldurk
612963bb11
Fix GL shader editing shader to not use uninitialised data
2019-09-18 14:16:28 +01:00
baldurk
f8221d858d
Ensure we don't hide an invalid buffer value that truncates to green
2019-09-18 13:55:27 +01:00
baldurk
f415ba00bf
Add missing binding for cbuffer
2019-09-18 13:55:11 +01:00
baldurk
65cc331b10
Ensure we can always map for read even for non-persistent buffers
2019-09-18 13:55:04 +01:00
baldurk
35fec3f29e
Fix shutdown order for GL test context & window
2019-09-18 13:30:58 +01:00
baldurk
9a99696593
Explicitly request alpha channel for GL test backbuffer
2019-09-18 13:15:38 +01:00
baldurk
ba16bd9bfe
Pass PSO when decoding cbuffer variables in python example
2019-09-18 13:04:50 +01:00
baldurk
702c7cf093
Add use of ReplayOptions to python API examples
2019-09-18 13:04:38 +01:00
baldurk
7831a42ccc
Fix vulkan handling of ETC2_EAC_RGBA8 to properly encode ResourceFormat
...
* We consider ETC2 to be the base RGB profile, optionally with punch-through
alpha, so compCount and type gives those formats. EAC covers R11, RG11, and
then the RGB8 + A8 mode, which is again disambiguated with compCount and type.
2019-09-18 12:41:44 +01:00
baldurk
a237200cef
Fix NULL being included in marker in D3D12 test
2019-09-18 11:18:38 +01:00
baldurk
62b9245215
Calculate basename by hand, for windows paths on linux
2019-09-18 11:18:28 +01:00
baldurk
52e4c6db70
If we hit EINTR in a blocking recv/send, retry instead of failing
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* blocking send/recv will not be resumed after a signal handler no matter what,
so we need to retry ourselves. This does mean extending the timeout but that's
fine since it would be pathological to have EINTR continually arrive and
extend the timeout to an unreasonable duration.
2019-09-18 11:01:40 +01:00
baldurk
8060693188
Fix byte address buffer access in shader debugging
2019-09-17 14:08:48 +01:00