Commit Graph

  • 4f06dedae7 Add query for whether extended instruction set exists baldurk 2020-10-13 10:20:35 +01:00
  • 78762cbd1b Pre-populated dynamic state at the start of partial command buffers baldurk 2020-10-12 15:35:47 +01:00
  • 72deab206a Don't modify renderstate inside InitPostVSBuffers baldurk 2020-10-12 14:17:50 +01:00
  • 03ae60e40a Fix GL_Multithread_Rendering test on linux baldurk 2020-10-12 14:02:23 +01:00
  • 8af614fa71 Protect against invalid queries in GL/Vulkan baldurk 2020-10-12 14:02:09 +01:00
  • bf4d68fb03 Account for D3D11 UAV start slot when displaying bindings baldurk 2020-10-07 18:27:49 +01:00
  • 7bcdf9b335 Fix copy of loop variable in SPIRV by using reference Jannik 2020-10-12 12:04:11 +02:00
  • 89af50a76c Force depth writes when fetching shader output in pixel history baldurk 2020-10-06 18:59:25 +01:00
  • 45f3f5ef76 Don't overwrite a known failed depth test with a suspected pass baldurk 2020-10-06 18:40:53 +01:00
  • 99811dd604 Ensure draw index is correct when replaying draws baldurk 2020-10-06 16:59:12 +01:00
  • 90437b3a65 Fix return of only dynamically used resources baldurk 2020-10-06 17:08:12 +01:00
  • 1cbd062aa7 Protect against captures that try to allocate memory from invalid types baldurk 2020-10-06 11:49:08 +01:00
  • 96ab4c25d6 Allow arrays to have a larger varOffset than 16 bytes in assert baldurk 2020-10-06 10:28:27 +01:00
  • 6e9565eb84 Always bounds check number of descriptors even if range isn't unbounded baldurk 2020-10-06 10:25:37 +01:00
  • 99171cc794 Fix vulkan GetInstanceProcAddr to return NULL when instance is NULL baldurk 2020-10-05 17:46:14 +01:00
  • 164bd49d83 update vulkan/volk to 1.2.155 Rémi Palandri 2020-09-24 15:55:25 -07:00
  • 4174624071 Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo baldurk 2020-10-02 17:47:31 +01:00
  • 9e17b91a94 Test different variations of DXGI swapchains on D3D11 and D3D12 baldurk 2020-10-02 17:41:58 +01:00
  • 4518fda3ed Test entry points that could be applied to wrong resource types baldurk 2020-10-02 16:43:11 +01:00
  • 1b35c93999 Optimise texture zoo tests with fast path baldurk 2020-10-02 14:27:54 +01:00
  • c66dfec7f1 Force a remap if texture type changed even if format didn't baldurk 2020-10-02 14:39:06 +01:00
  • 501eeff658 Fix wrong FBO attachment being specified for readback baldurk 2020-10-02 14:38:47 +01:00
  • cc9aec2135 Fix display of UINT casted textures on D3D12 baldurk 2020-10-02 14:19:06 +01:00
  • e1d025e4ef Don't fetch buffer data if it's not yet initialised baldurk 2020-10-02 12:53:38 +01:00
  • eeb0469057 Fix GL/DX interop for buffers baldurk 2020-10-02 10:45:57 +01:00
  • 8f6359059b Make more config flags non-debug. baldurk 2020-10-01 17:43:17 +01:00
  • d863885373 Disable KHR_buffer_device_address on AMD windows for now baldurk 2020-10-01 17:40:05 +01:00
  • 98c171918a Fix copy-paste error reading from wrong properties in RTV/DSV desc baldurk 2020-10-01 17:00:38 +01:00
  • 58f4dc6f02 Fix crash if duplicate root signature pointer is returned baldurk 2020-10-01 16:59:25 +01:00
  • 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 baldurk 2020-10-01 15:56:52 +01:00
  • 7541b49c95 Fix readback window being always allocated. Closes #2060 baldurk 2020-10-01 15:33:15 +01:00
  • 12260fe884 Apply UNDEFINED discard pattern for initial RP layout. Closes #2058 baldurk 2020-10-01 13:23:19 +01:00
  • 8e77703cd1 When fetching API validation messages in GL, only fetch 'live' messages baldurk 2020-10-01 11:55:48 +01:00
  • 631a73fa76 Don't assert on replay thread for CancelReplayLoop baldurk 2020-10-01 11:55:19 +01:00
  • f975ef3cb0 Add protection against the use of 0-sized buffers in GL baldurk 2020-10-01 11:54:56 +01:00
  • 5ae5cb8bcf Don't remove resource records for stale resources on GL baldurk 2020-10-01 10:41:53 +01:00
  • 3c180d900c Make buffer initial state padding more generous on GL baldurk 2020-09-28 23:03:38 +01:00
  • 7246800636 Ensure pixel shader debugging has access to root signature baldurk 2020-09-28 23:03:28 +01:00
  • 2ea17af719 Fix unwrap of inline uniform block descriptor writes baldurk 2020-09-25 10:51:12 +01:00
  • 8b2a521a91 Fix crash when no scissor regions are bound at D3D12 draw baldurk 2020-09-24 22:29:12 +01:00
  • 2d7a717e2d Fix shader function being called on non-shaders corrupting memory baldurk 2020-09-24 22:28:58 +01:00
  • 3c39f17d22 Reserve enough space for DXIL constants up front to prevent resizes baldurk 2020-09-23 11:37:43 +01:00
  • 28463fd716 Ensure view instancing array is properly copied in D3D12 pipeline desc baldurk 2020-09-21 18:18:23 +01:00
  • c8c138a7ef Fix handling of VkDeviceGroupDeviceCreateInfo structs baldurk 2020-09-21 17:23:49 +01:00
  • 9bc2ef77b8 Record and track CREATE_NOT_RESIDENT heap flag baldurk 2020-09-21 14:52:30 +01:00
  • 2481957f1a When shader debugging is cancelled, still display partial debug trace baldurk 2020-09-21 14:39:20 +01:00
  • e9dcd4b58f Fix out of bounds check to not allow indexing 1 too far in members array baldurk 2020-09-21 14:37:29 +01:00
  • 92040f4636 Fix a crash with D3D11 SWAP_EFFECT_FLIP_DISCARD swapchains. Closes #2055 baldurk 2020-09-20 11:23:06 +01:00
  • aaae5d4a38 Separate out calls to vkBindBufferMemory2 baldurk 2020-09-19 15:02:36 +01:00
  • 25bb8e3d4c Restore D3D11 driver bug workaround baldurk 2020-09-19 15:02:24 +01:00
  • e17eddad1e Bump version to 1.11 baldurk 2020-09-18 17:24:00 +01:00
  • 381fdbe06b Fix missing format argument in error message v1.10 baldurk 2020-09-17 17:43:28 +01:00
  • 0ed941bec2 Don't display window cycling message on platforms without keyboard input baldurk 2020-09-17 17:23:25 +01:00
  • 4809615a8f Don't print hit information until we know it's a drawcall baldurk 2020-09-17 15:05:21 +01:00
  • 56f76f6ffa Don't try to read primitive ID in pipeline that contains a GS baldurk 2020-09-17 13:24:49 +01:00
  • 9d642c1236 Remove unused call to GetPDP2 for Vulkan12Properties baldurk 2020-09-17 13:08:32 +01:00
  • 720a58a211 Disable very spammy warning in release builds baldurk 2020-09-17 12:57:25 +01:00
  • a3b6adc303 Linux demos compile fix baldurk 2020-09-16 17:02:45 +01:00
  • 6a3b29cb14 Add opt-out flag for vulkan appinfo replacement baldurk 2020-09-16 16:39:07 +01:00
  • 9b40bb7279 Fix wrong ID being serialised for deferred contexts baldurk 2020-09-16 15:32:15 +01:00
  • e73ce8f8e8 Don't delete from m_CurrentResources when removing resource record baldurk 2020-09-16 14:29:09 +01:00
  • b0d3cad2c4 Add logging when new GL sharegroups are created baldurk 2020-09-16 14:22:31 +01:00
  • 35bbb0d23e Fix incorrect GL compatibility version check baldurk 2020-09-16 11:50:44 +01:00
  • 11719a2588 Perform samples in vertex shader for vertex debugging on D3D12 baldurk 2020-09-15 14:32:07 +01:00
  • 299249d718 Fix D3D12 command list reset not getting correct init parameters baldurk 2020-09-15 13:16:57 +01:00
  • 496bbbe976 Don't allocate chunks from allocator when data is external baldurk 2020-09-15 13:11:37 +01:00
  • 9877b63595 Fix disassembly of relative-addressing operands in DXBC baldurk 2020-09-15 11:24:06 +01:00
  • 4ec6281856 Fix disabled convenience test for unit testing DXBC baldurk 2020-09-15 11:23:34 +01:00
  • c8fcdbae05 Update fetch_shader python example to latest API baldurk 2020-09-14 15:58:20 +01:00
  • 8615c5fc14 Speculative support for 10-bit backbuffers on GL baldurk 2020-09-14 15:30:49 +01:00
  • ce1cfe5330 Provide more specific error on external-imported resources baldurk 2020-09-14 15:27:46 +01:00
  • 60eb2c5ab7 Handle pNext Chain for Android External Memory Omar El Sheikh 2020-09-09 11:52:16 -04:00
  • 6236f2b6c1 Added Struct Handling/Serialization Omar El Sheikh 2020-09-02 14:52:20 -04:00
  • f5786077e5 Added Android Hardware Buffer Extension Support Omar El Sheikh 2020-09-01 17:42:23 -04:00
  • 1286f4b272 Fix issues identified by synchronisation layer baldurk 2020-09-14 13:01:14 +01:00
  • 213e19be01 Fix double-delete of immediate context on D3D11 baldurk 2020-09-14 12:33:28 +01:00
  • c455fa9d49 Fix broken Unwrap() on D3D12 baldurk 2020-09-14 12:31:57 +01:00
  • 76d91d5eef Don't allow static logfile string to destruct before RenderDoc singleton baldurk 2020-09-12 23:18:04 +01:00
  • ac8a90ebbe Fix refcounting of D3D12 shader objects baldurk 2020-09-12 23:16:15 +01:00
  • 433a51cf64 Fix replay refcounting of D3D11 objects baldurk 2020-09-12 23:15:44 +01:00
  • 50ebd8d379 Fix mistake enabling BDA capture replay if original BDA wasn't enabled baldurk 2020-09-12 23:15:17 +01:00
  • 6225c83d12 Fix handling of CreateCommandList1 baldurk 2020-09-11 20:52:10 +01:00
  • 925b49daa6 Fix handling of instance extensions in vulkan tests baldurk 2020-09-11 18:51:27 +01:00
  • 8ca96aa83a Fix arrays of UBOs not displaying properly in vulkan pipeline state baldurk 2020-09-11 16:26:09 +01:00
  • 0d70327b21 Store resource type directly in VkResourceRecord baldurk 2020-09-08 14:18:54 +01:00
  • 33a1c9b2c6 Update win32_callstack.cpp LukeRoss00 2020-09-11 15:41:29 +02:00
  • 966db7bdb0 Add some more identified markers baldurk 2020-09-10 22:57:22 +01:00
  • 809b8f9f29 Add fallback on android if gpu debug layers are broken or inaccessible baldurk 2020-09-10 15:30:21 +01:00
  • 255f457c0b Fix crash accessing non-running thread baldurk 2020-09-10 15:30:04 +01:00
  • d671c66bea Remove reliance on wrapped pool IsAlloc baldurk 2020-09-10 14:45:46 +01:00
  • fdeea5204d Refactor and optimise D3D11 refcounting implementation baldurk 2020-09-09 11:40:48 +01:00
  • fb19ccb535 Don't pool-allocate D3D12 shaders baldurk 2020-09-10 12:23:22 +01:00
  • e9360a819f Don't pre-allocate such large wrapped pools baldurk 2020-09-08 14:56:21 +01:00
  • 3b04aa227b Reduce the memory footprint of D3D12 objects baldurk 2020-09-10 12:40:29 +01:00
  • 2eb39ef8fe Check that shiboken/pyside targets exist baldurk 2020-09-10 11:57:26 +01:00
  • 10a0153511 Make Shiboken2/PySide2 searches QUIET to avoid scary warnings baldurk 2020-09-10 11:49:16 +01:00
  • 7cd7616401 Serialise max anisotropy level in GL texture & sampler initial states baldurk 2020-09-09 16:38:05 +01:00
  • 78f1f8f3d1 Remove volatile from Atomic parameter declarations baldurk 2020-09-09 13:12:56 +01:00
  • 3f26f42541 Fix enabling of bufferDeviceAddressCaptureReplay baldurk 2020-09-09 11:31:52 +01:00
  • 75cb5d18d6 When memory has a dedicated allocation buffer, use it for wholeMemBuf baldurk 2020-09-08 12:42:45 +01:00