Commit Graph

  • 5b44a2709b Use m_BakedCmdBufferInfo to test for push constant descriptor Jake Turner 2026-01-14 17:03:00 +13:00
  • b19a453a8c Fix Vk push constants using the wrong command buffer resource ID Jake Turner 2026-01-08 07:11:40 +13:00
  • bf99f6fb6e Treat ResourceId() as a replay only ID Jake Turner 2026-01-08 07:10:53 +13:00
  • 775a9c947f Vk shader editing: use unreplaced ID of the shader(s) in the pipeline Jake Turner 2026-01-08 07:07:47 +13:00
  • ee3b8cf76b Fix shader editing check for replay pipelines/programs Jake Turner 2026-01-08 07:04:02 +13:00
  • 1e39c9951e Always generate resources for D3D11 Proxy device Jake Turner 2026-01-08 06:59:39 +13:00
  • 9bef60d6c3 Display source variables mapped to OpUndef as <undefined value> baldurk 2026-01-19 13:34:58 +00:00
  • d32454e8ff Use UTF-8 encoding in shader viewer to fix character corruption qwmnerbvqwmn 2026-01-16 20:29:06 +08:00
  • c71f3d504b fix destroyed BDA buffers staying tracked Remi Palandri 2026-01-16 17:24:02 +01:00
  • ef0d6737cc Fix GL GetShaderEntryPoints() when passed in resource is not a shader Jake Turner 2026-01-14 11:05:46 +13:00
  • 72966f9ba0 Add proper casts when returning the wrapped command queue MJP 2026-01-07 17:48:42 -08:00
  • c8596542b6 Use proper interface pointer casting during D3D12 CommandQueue creation MJP 2026-01-05 19:01:34 -08:00
  • 79350fe512 Add missing IID checks for creating ID3D12CommandQueue1 MJP 2026-01-04 16:19:31 -08:00
  • 075870caf5 Fix replace all message showing N+1 replacements instead of N Jake Turner 2026-01-08 06:58:56 +13:00
  • 7782bc3452 Make VK_Graphics_Pipeline debugged pixel test fail instead of an error Jake Turner 2026-01-08 06:57:56 +13:00
  • b49291a611 Make enum RemoteServerPacket into enum class, move Count to the end Jake Turner 2026-01-07 09:10:06 +13:00
  • 2a1b67eeb6 Sorting array members in the Watch and High Level Variables window Sharlock93 2025-12-30 16:57:20 +00:00
  • 5e286ad9b8 Original ID/Live ID fixups for Metal backend Jake Turner 2026-01-06 13:03:31 +13:00
  • 94df84d5d9 Remove ownership tracked list baldurk 2025-12-12 13:08:22 +00:00
  • 72a16ffa97 Merge live and current resource maps baldurk 2025-12-11 18:18:13 +00:00
  • 43cde7debd Remove GetLiveID entirely baldurk 2025-12-11 17:45:01 +00:00
  • 83919d9306 Remove GetOriginalIDs and naming/comments mentioning original IDs baldurk 2025-12-11 17:24:18 +00:00
  • 7710c7df1a Generate inline shader IDs during capture on D3D12 baldurk 2025-12-11 14:46:41 +00:00
  • 351f287a59 Eliminate original/live ID distinction by respecify IDs on D3D12 baldurk 2025-12-11 14:24:27 +00:00
  • d0aaad8f99 Eliminate original/live ID distinction by respecify IDs on D3D11 baldurk 2025-12-11 13:49:22 +00:00
  • 6133590777 Eliminate original/live ID distinction by respecify IDs on GL baldurk 2025-12-11 13:13:35 +00:00
  • d2e3b9d26c Generate inline shader IDs during capture on vulkan baldurk 2025-12-11 13:07:09 +00:00
  • ce21a2dc35 Eliminate original/live ID distinction by respecify IDs on vulkan baldurk 2025-12-11 12:12:53 +00:00
  • 0c1bb18a1b Prepare to remove live<->replay resource id map lookups baldurk 2025-10-06 16:02:54 +01:00
  • d03952a874 Fix crash in NVIDIA HasCounter() called without EnumerateCounters() Jonathan Glines 2026-01-02 11:08:51 -08:00
  • 8c97cfb7aa Ensure uniforms are updated on GL pixel history programs. Closes #3760 baldurk 2026-01-05 14:36:33 +00:00
  • 856c838def Update copyright years to 2026 and fix copyright ranges baldurk 2026-01-05 14:17:28 +00:00
  • 2b0e143509 Change DXIL ShaderVarible construction for cbuffer variables Jake Turner 2026-01-05 12:59:05 +13:00
  • 9e2be03e09 Only read sampler when unwrapping combined image/sampler descriptor baldurk 2026-01-03 16:41:44 +00:00
  • 084e1c5acc Fix depth resolve barrier in D3D12 renderpass api baldurk 2026-01-01 16:52:20 +00:00
  • f333d08bb4 Rename function to not use automatic-slot naming baldurk 2025-12-28 11:48:26 +00:00
  • f5c73155b5 d3d12: Implement ID3D12SharingContract on the ID3D12CommandQueue Jasper St. Pierre 2025-12-20 12:05:03 -08:00
  • 1b5543e74f Fix D3D12 Compute Derivative Tests Jake Turner 2025-12-22 09:02:42 +13:00
  • 411cb89106 Default current stage to VSIn when viewing Vertex Shaders Jake Turner 2025-12-22 07:47:15 +13:00
  • 6d89b15bc9 Fix D3D validation warning in ResolvePendingIndirectState() Jake Turner 2025-12-16 13:32:38 +13:00
  • 3c407eee51 GetParentMarker: Search children if first child is less than eventId Jake Turner 2025-12-18 16:45:22 +13:00
  • 191e8cd10d Bump version to v1.43 baldurk 2025-12-19 17:41:39 +00:00
  • e7f0b0ea67 DXBC Debugger fix for CalculateLevelOfDetailUnclamped v1.42 Jake Turner 2025-12-14 08:13:05 +13:00
  • 3767d5da0c Added D3D11, D3D12 shader debug tests for CalculateLevelOfDetail* Jake Turner 2025-12-14 08:11:14 +13:00
  • a3f3f1a510 Support for DXIL SM6.6 Derivatives in Compute Shaders Jake Turner 2025-12-12 11:50:41 +13:00
  • ab7016e142 D3D12 DXIL Debugger pure quad scope fixes Jake Turner 2025-12-12 11:51:50 +13:00
  • 1b56d385fe D3D12 Test cases for SM6.6 Derivatives in Compute Shaders Jake Turner 2025-12-12 11:44:53 +13:00
  • cd0faba571 Made enum DerivType be class enum to reduce its scope Jake Turner 2025-12-12 11:40:07 +13:00
  • 72c6bbe302 Also check mesh shader for exported primitive ID. Refs #3746 baldurk 2025-12-11 19:06:51 +00:00
  • 95702ce6f7 Support for DXIL Quad Ops in Compute Shader Debugging Jake Turner 2025-12-11 15:01:51 +13:00
  • dc61249328 Set ThreadScope::Quad if DXIL compute shader uses Quad Ops Jake Turner 2025-12-11 15:38:56 +13:00
  • e2ca32a348 D3D12_Subgroup_Zoo tests for Quad Ops in Compute Shader Jake Turner 2025-12-11 14:57:20 +13:00
  • 823ab380c1 Move hasQuadScope assert to the correct place (after workgroup check) Jake Turner 2025-12-11 14:56:14 +13:00
  • c14d404f2c Add warning text to CrashDialog if capture contains embedded files Jake Turner 2025-12-10 21:59:38 +13:00
  • 8c25651162 Add Tools Menu Option for externally referenced dependent files Jake Turner 2025-12-10 21:58:30 +13:00
  • cf4e8b15fc ICaptureContextx APIs for externally referenced dependency files Jake Turner 2025-12-10 21:57:21 +13:00
  • 10cf43b703 ICaptureAccess APIs for externally referenced dependency files Jake Turner 2025-12-10 21:55:15 +13:00
  • 0bd07bf283 Connect Vk and DXBC Shader Debug files to dependent files Core API Jake Turner 2025-12-10 21:51:33 +13:00
  • 5db4350193 RenderDoc Core APIs to support external file dependencies in captures Jake Turner 2025-12-10 21:46:14 +13:00
  • 0d1220aab9 Missing UnregisterMemoryRegion() in ~ReplayController Jake Turner 2025-12-10 21:46:59 +13:00
  • a9d98f9526 Compute BBOX correctly when viewing Mesh Shader draw Jake Turner 2025-12-09 07:58:59 +13:00
  • f42e03b079 Set current stage to TaskOut instead of VSIn when viewing Mesh Shaders Jake Turner 2025-12-09 07:58:27 +13:00
  • 94f469de63 Update documentation to account for new mesh viewer options baldurk 2025-12-08 18:24:11 +00:00
  • a059764b74 Fix default identification of raster out stage baldurk 2025-12-08 18:10:00 +00:00
  • 188007eb46 Exclude modifier/toggle keys from key bindings baldurk 2025-12-05 15:59:20 +00:00
  • bae6f79dee Catch conflicting binds and warn to ensure no duplicates baldurk 2025-12-05 15:46:52 +00:00
  • f86aa4a2b7 On windows/linux convert known native scancodes to default keys baldurk 2025-12-05 15:34:11 +00:00
  • c554f726dd Enable depth clipping for solid mesh render, disable for wireframes baldurk 2025-12-05 12:56:43 +00:00
  • dbb8b2d022 Fix flycam and arcball not having same reset parameters baldurk 2025-12-05 00:17:44 +00:00
  • 45eabffb54 Update mesh viewer to allow better customisation. Closes #1811 baldurk 2025-12-04 16:08:20 +00:00
  • 5b1b57d703 Add a dialog for configuring unprojection parameters baldurk 2025-12-04 16:07:51 +00:00
  • b0b14c1b7b Add a dialog for customising camera controls in mesh viewer baldurk 2025-12-04 16:06:34 +00:00
  • 7e518e813c Add support for fully customised mesh viewer controls baldurk 2025-12-04 13:55:19 +00:00
  • 071c62ee00 Add API to control the display camera's near and far planes baldurk 2025-12-04 10:42:28 +00:00
  • 19cb12847a Don't replay RP suspend/resume and use store/load baldurk 2025-12-08 15:24:05 +00:00
  • 762fc1b445 Add pipeline bit to remove validation message baldurk 2025-12-08 14:09:44 +00:00
  • 83b1638174 Silence warning baldurk 2025-12-08 13:36:41 +00:00
  • 2b22a0877a Sync GPU before decoding NVIDIA Nsight Perf SDK counters on D3D11 Jonathan Glines 2025-11-26 10:35:08 -08:00
  • c2015de391 Resource Usage UI changes Jake Turner 2025-11-28 15:11:15 +13:00
  • 728ac77bf3 Fix D3D12 debug error when setting constants in EI Jake Turner 2025-12-03 08:52:23 +13:00
  • abbe6d128a D3D12 EI test for setting a single 32-bit root constant Jake Turner 2025-12-03 09:24:42 +13:00
  • 8530da8274 Fix dataSize calculation in WriteToSubresource Vladislav Korytsko 2025-11-29 18:44:05 +02:00
  • 7a2af108ad Remove pipes which can randomly fail apparently baldurk 2025-12-02 20:04:07 +00:00
  • 372aae1381 Add config option for vulkan GPU VA baldurk 2025-12-02 14:21:55 +00:00
  • c4f35d45cc Fix compilation on old linux compilers baldurk 2025-12-02 13:10:34 +00:00
  • 09a0c34979 Add manual implicit bias path for Android baldurk 2025-12-02 12:16:52 +00:00
  • d89b763e49 Fix issues for Android debugging baldurk 2025-12-01 17:21:25 +00:00
  • ac8b786476 Remove GL shader debugging config variable baldurk 2025-12-01 12:27:03 +00:00
  • 466f8f6738 Add documentation for GL shader debugging baldurk 2025-12-01 12:21:27 +00:00
  • e85651545f Add test of GL shader debugging baldurk 2025-11-27 12:12:56 +00:00
  • 910f7ab65f Handle matrices when copying program attribute bindings baldurk 2025-11-24 11:55:31 +00:00
  • 7c438edd2a Fix column lookup via access chain in SPIR-V debugging baldurk 2025-11-21 15:44:54 +00:00
  • 0a15153330 Add a compute debugging UI selector to the GL pipeline state view baldurk 2025-11-21 15:12:10 +00:00
  • 0f70937707 Dump input fetcher & SPIR-V to disk based on config option baldurk 2025-11-21 14:51:37 +00:00
  • 01d305eb4e Detect gl_PerVertex for GL shaders baldurk 2025-11-21 14:49:18 +00:00
  • 88cf6f295a Add vertex shader debugging setup on GL baldurk 2025-11-21 13:14:15 +00:00
  • d550195e4c Add compute shader debugging setup on GL baldurk 2025-11-21 13:04:50 +00:00
  • ddf19304b7 Handle resources encountered in the SPIR-V debugging that don't exist baldurk 2025-11-21 12:05:20 +00:00
  • 7490abedcf Remap locations/binds back to match real shader as needed baldurk 2025-11-19 16:37:31 +00:00
  • 8ed7c14556 Try to compile GLSL shaders to SPIR-V to enable debugging baldurk 2025-11-19 13:40:20 +00:00