baldurk
22dbb188ce
Document the new custom shader directories setting
v1.9
2020-07-22 17:34:40 +01:00
baldurk
5d8d57540b
Update docs as vulkan pixel history and shader debugging are supported
2020-07-22 17:31:20 +01:00
baldurk
8e3d38ce2c
Fix crash if texture is discarded with NULL region (means all discarded)
2020-07-22 13:26:29 +01:00
baldurk
7a1c476ceb
Remove Vulkan shader debugging beta feature flag
2020-07-21 22:36:16 +01:00
baldurk
6c1376fbb9
Add credits note for vulkan pixel history
2020-07-21 19:57:09 +01:00
baldurk
03029a5152
Don't end unbalanced counters while fetching them ourselves on GL
2020-07-21 19:57:09 +01:00
baldurk
0d8c36d6e8
Handle instanced client memory arrays in GL
2020-07-21 19:57:09 +01:00
baldurk
331aabcde6
Include test process output into test log
2020-07-21 19:57:09 +01:00
baldurk
9f4f68a76b
Add an unhandled exception handler on windows to print crashes to output
2020-07-21 19:57:09 +01:00
baldurk
f75c34d3c2
Fix swizzle on resource not being properly applied to ld_raw operations
2020-07-21 19:57:09 +01:00
baldurk
b540f631ab
Don't overwrite idx variable with loop iterator
2020-07-21 19:57:09 +01:00
baldurk
56f1b8c4e8
Fix size clamp being backwards for D3D12 index buffers
2020-07-21 19:57:09 +01:00
Aliya Pazylbekova
109d5e90a9
Remove Vulkan pixel history beta feature flag
2020-07-21 19:56:12 +01:00
baldurk
bf567adea1
Fix backwards finite check in D3D11 shader debugging
2020-07-20 16:31:59 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
6a8e7cbbe5
Fix python examples not being up to date with latest API changes
2020-07-20 10:52:59 +01:00
baldurk
8299fb5039
Add some missing D3D12 bitfield stringise cases
2020-07-20 10:50:57 +01:00
baldurk
fb313a0f54
Respect minImageCount from surface capabilities
2020-07-17 17:09:58 +01:00
baldurk
05e2761fb8
Quantise pixel history depth when doing per-fragment comparisons
2020-07-17 16:53:35 +01:00
baldurk
7a885ae9bd
Tweak ISA checks
2020-07-17 16:53:35 +01:00
baldurk
9506d8e465
Make unbound checkerboard full alpha
2020-07-17 16:53:35 +01:00
baldurk
2bc59d1610
Fix mesh checks for extended dynamic state test
2020-07-17 16:53:35 +01:00
baldurk
a46e86f191
Ensure indirect buffer is properly cleared on first run
2020-07-17 16:53:35 +01:00
baldurk
c6ef3f1006
Properly enable indirect count feature on VK1.2
2020-07-17 16:53:35 +01:00
baldurk
76caaba8bb
Avoid use of EXT_direct_state_access in demos
2020-07-17 16:53:35 +01:00
baldurk
7aa3993a51
Add image name to depth/stencil clear draws
2020-07-17 16:53:35 +01:00
baldurk
845710d58a
Fix compile error in demos on linux
2020-07-17 16:53:35 +01:00
baldurk
e8b61fbf30
Serialise name in GL program block binding calls, to remap index
...
* The block index may change between capture and replay, so serialising the
index alone is unstable similar to locations. Program initial states already
serialise by name, but if a capture contains a block binding change mid-frame
this could serialise wrongly.
2020-07-17 16:53:35 +01:00
baldurk
485f7d21fc
Make overlays interact consistently with viewport/scissor
...
* We also add a red/green display to the viewport and scissor overlay to show
pixels that fail the scissor test.
2020-07-17 16:53:34 +01:00
Steve Karolewics
e176fcb9d7
Fix D3D12 debugging with a texture mapped as UAV
...
The row pitch was not initialized, so any ld_uav_typed instructions
would likely return the wrong data.
2020-07-17 10:21:19 +01:00
baldurk
c912ccc3a8
Fix lookup of source var that references an array
2020-07-16 20:45:20 +01:00
baldurk
1316dbc65b
When iterating captures, don't compare outputs that are uninitialised
2020-07-16 20:45:20 +01:00
baldurk
cccbb18bb9
Initialise local variables with 0xcc as well as global scope variables
2020-07-16 20:45:20 +01:00
baldurk
2c2d70c6ad
Fix assert condition being backwards
2020-07-16 20:45:20 +01:00
baldurk
2a1af6d936
Render more context when getting shader output
...
* This prevents issues where implementations may produce different per-sample
results if the sample mask changes. Since we're not doing anything that would
break by writing multiple samples we can keep the original sample mask.
* We also write the quad neighbourhood for similar reasons.
2020-07-16 20:45:20 +01:00
baldurk
7ab794ffb3
Update vulkan pixel history test to exercise recent changes
2020-07-16 20:45:20 +01:00
baldurk
49788f34a1
Add const overload of subresource state lookup by aspect
...
* We also rename these functions to be distinct, since it's too easy for an
aspect bit to be automatically cast to an aspect index.
2020-07-16 20:45:20 +01:00
baldurk
5a9fe05bb7
Sanitise barrier layouts in vulkan pixel history
2020-07-16 20:45:20 +01:00
baldurk
18f4412813
Don't clear out of bounds when doing renderpass clears on non-0 slices
2020-07-16 20:45:20 +01:00
baldurk
5ef45a3576
Apply output mip/slice when selecting a new texture or new drawcall
2020-07-16 20:45:19 +01:00
baldurk
f49c10bcca
Fix tests that got broken by sharing shaders
2020-07-16 20:45:19 +01:00
baldurk
dbce13e434
Explicitly destroy freed descriptor sets in vulkan pixel history
...
* During replay we don't track which descriptor sets come from which pool, so
when re-allocating we get back duplicate handles. For now since the pixel
history is the only place that needs to reset, we track and manually free
there.
2020-07-16 20:45:19 +01:00
baldurk
78aa55681a
Use original renderpass and framebuffer for per-fragment postmod values
2020-07-16 20:45:19 +01:00
baldurk
93ac1654a9
Add more internal markers for debugging vulkan pixel history
2020-07-16 20:45:19 +01:00
baldurk
4d6d949f42
Manually check depth test to get per-fragment pass/fail
2020-07-16 20:45:19 +01:00
baldurk
a8c97a7530
Save the post-modification fragment depth in D3D11 pixel history
2020-07-16 20:39:25 +01:00
baldurk
7b191861e8
Don't remove replacement when capture is closing
...
* There's no need, and this can cause races.
2020-07-16 20:39:25 +01:00
baldurk
498bab80e4
Improve support for multiview case with vulkan pixel history
2020-07-16 20:39:25 +01:00
baldurk
08a3d05e71
Explicitly note which modifications in pixel history are unavailable
2020-07-16 20:39:25 +01:00
Marcin Ślusarz
9042aeab39
Don't hide counters belonging to multiple Intel queries.
...
Many counters are exposed in multiple queries. By hiding that fact,
we are making life harder for users, because they need to find
related counters all around the query tree. Don't do that.
As a side effect this will decrease the number of needed passes if
all selected counters belong to the same query.
2020-07-16 13:38:36 +01:00