-
aa17b1e2
by baldurk
at 2020-05-20T15:40:12+01:00
Bump version to 1.9
-
6a2415f3
by Kevin McCullough
at 2020-05-20T15:50:47+01:00
Add platform Switch defines.
-
f1bd727d
by tabi.katalin
at 2020-05-20T20:19:17+01:00
Add support for ARM counters
Adding support for ARM counters via a third-party lib.
The main target platform is Android.
-
6362e7fe
by Aliya Pazylbekova
at 2020-05-20T20:19:29+01:00
Vk Pixel History: multiple subpasses, limited info
Do not crash on multiple subpasses, do not do work that requires
stopping and resuming renderpasses. This will provide very limited
information if multiple subpasses are involved (just events that passed
an occlusion query and test they failed (if any))
-
597230f3
by baldurk
at 2020-05-20T20:19:42+01:00
Don't restore buffer bindings if they weren't changed
-
724b6185
by baldurk
at 2020-05-20T20:19:43+01:00
Don't trash tracked state when doing depth MSAA to array copy
* We save and restore the render state, but GLRenderState only sets the state
directly on GL, if we make state changes through the driver our tracking will
get out of sync.
-
50438987
by Aliya Pazylbekova
at 2020-05-21T17:53:21+01:00
Vk Pixel History: depth images history
Add support for requesting pixel history for depth/stencil images.
Also, adjust which index is used to patch primitive ID and fixed
fragment color shaders. Before it was using the index of the target
image in the framebuffer attachments. But it should be the index of the
corresponding color attachment.
Add support for other depth/stencil formats (other than D32_SFLOAT).
Remember the depth/stencil attachment format to correctly update the
values.
-
b468be50
by baldurk
at 2020-05-21T17:53:37+01:00
Update build process for SPIR-V plugins
-
e17532c4
by baldurk
at 2020-05-21T17:53:37+01:00
Fix decoding of integer vertex attributes
-
4835a65a
by baldurk
at 2020-05-21T17:53:37+01:00
Add missing handling of performance counter structs/enums
-
d71dadda
by baldurk
at 2020-05-21T17:53:37+01:00
Update vulkan headers to 1.2.141
-
e265a1bf
by baldurk
at 2020-05-22T14:03:47+01:00
Add support for VK_EXT_inline_uniform_block
-
4f227e25
by baldurk
at 2020-05-22T15:06:14+01:00
Add config setting to hide descriptor initial contents
* The structured data for these can get unreasonably large when there are a lot
of descriptors.
-
7539533c
by baldurk
at 2020-05-22T22:09:44+01:00
Populate new child processes immediately in capture connection panel
-
df9b7a36
by baldurk
at 2020-05-22T22:33:18+01:00
Set sockets on posix to be FD_CLOEXEC
* This ensures target control sockets aren't inherited into child processes
inadvertently and give incorrect idents for processes.
-
d7ed861f
by baldurk
at 2020-05-22T22:33:18+01:00
Register child processes on linux by intercepting fork. Closes #1883
-
61fa402f
by baldurk
at 2020-05-23T00:20:15+01:00
Use ptrace to improve tracking of child processes on linux
-
aba76af8
by baldurk
at 2020-05-23T00:20:15+01:00
Refactor ReadAll() for strings to support linux /proc files
* These files have no byte sizes so we can't seek to the end and start. We need
to instead just read them chunk-wise.
-
b8c9a30d
by baldurk
at 2020-05-23T00:20:15+01:00
Fix broken trim function if only one character was left after whitespace
-
f39e05a4
by baldurk
at 2020-05-23T00:20:15+01:00
Add support for DelayForDebugger option on linux
-
4055e9f2
by baldurk
at 2020-05-25T12:03:09+01:00
Add version check in newly added serialise
-
45d15596
by baldurk
at 2020-05-25T16:27:53+01:00
Make glGetTexImage blit fallback support more robust. Closes #1907
-
3ee0ddca
by baldurk
at 2020-05-25T19:29:16+01:00
Use OpLine information for SPIR-V debugging
-
0eadc416
by baldurk
at 2020-05-26T10:51:24+01:00
Don't warn about unbound vertex buffers being 0-sized
-
e852f2da
by baldurk
at 2020-05-26T12:46:42+01:00
Fix array of entry points returned from reflector
-
ed8aeae7
by baldurk
at 2020-05-26T12:48:29+01:00
Replace entry point when editing shaders in vulkan
* We assume the replaced module only has one entry point, which won't
necessarily always hold...
-
72d789e4
by baldurk
at 2020-05-26T13:52:47+01:00
Add necessary padding in buffer formatted between members
-
0736a977
by baldurk
at 2020-05-26T13:53:25+01:00
Handle nested struct offsets properly in raw buffer viewer
-
7c9c27e9
by baldurk
at 2020-05-26T14:18:27+01:00
Keep buffer device address buffers and memories alive during capture
* If we don't do this, the application could create a buffer/memory and use it
then destroy it and create another one in the same capture. The driver could
assign the same opaque capture address to both buffers even though they
"overlap" in the capture because they don't overlap in actual execution..
* Slightly artificially extending the life of the resource to the end of the
capture ensures the driver gives them non-overlapping device addresses.
-
141609e7
by baldurk
at 2020-05-26T15:44:56+01:00
Cache D3D11 context type to avoid needing to fetch from real object
-
1baa1576
by baldurk
at 2020-05-26T16:04:44+01:00
Lock around all access to deferred shadow data on D3D11. Closes #1913
* We can have a RW lock so that once deferred slots are allocated there's little
contention, but we must ensure that allocating a new slot doesn't race with
access to a slot on another thread.
-
b2d85982
by baldurk
at 2020-05-26T16:46:14+01:00
Hide capture progress bar if the application disconnects mid-capture
-
0fd3d65a
by Aliya Pazylbekova
at 2020-05-26T21:19:55+01:00
Vk Pixel History: support other depth formats MSAA
- Separate the pixel history copy pixel shader into two separate
shaders, one for colour copy and one for depth
- Allocate and update descriptor sets on demand
- Add another compute shader for pixel history depth copy
-
1dd7aa92
by Rémi Palandri
at 2020-05-27T22:37:51+01:00
vulkan low-memory-mode
-
cb92f9be
by baldurk
at 2020-05-27T22:38:04+01:00
Add logs for early-out when no draw/dispatch is selected to debug
-
ff62ab50
by baldurk
at 2020-05-27T22:38:04+01:00
Add helpers for creating samplers
-
3b28df05
by baldurk
at 2020-05-27T22:38:04+01:00
Add helper for uploading data into an image
-
82e9228a
by baldurk
at 2020-05-27T22:38:04+01:00
Add support for VK_EXT_custom_border_color
-
dd6574c9
by baldurk
at 2020-05-27T22:38:05+01:00
Fix combined image/sampler descriptors not displaying properly in UI
-
d245c3b1
by baldurk
at 2020-05-27T22:38:05+01:00
Don't import GLSL.std.450 while patching function
-
2416d284
by baldurk
at 2020-05-27T22:38:05+01:00
Ensure constant byte offset is properly zero-initialised
-
eab399a8
by baldurk
at 2020-05-27T22:38:23+01:00
Add gdb pretty printer for rdcstr/rdcarray
-
b0cd8584
by baldurk
at 2020-05-27T22:38:23+01:00
Fix placement & handling of final next page button in buffer viewer
-
abb959e1
by baldurk
at 2020-05-27T22:38:23+01:00
Handle array textures and multiview properly in overlays. Closes #1895
-
d5c83c76
by Alberto Fernández
at 2020-05-28T15:54:14+01:00
Fix incomplete command help text
-
671ceacb
by baldurk
at 2020-05-28T15:54:35+01:00
Fix structured export crash on D3D11
-
c41b72ed
by baldurk
at 2020-05-28T15:54:35+01:00
Fix off-by-one error checking for D3D12 descriptor range inclusion
-
1cd32d3f
by baldurk
at 2020-05-28T15:54:36+01:00
Implement support for VK_EXT_robustness2
-
58ed167a
by baldurk
at 2020-05-28T15:54:36+01:00
Implement support for VK_EXT_pipeline_creation_cache_control
-
d0d2f65a
by baldurk
at 2020-05-28T15:54:36+01:00
Implement support for VK_EXT_private_data
-
55e1f462
by baldurk
at 2020-05-28T15:54:36+01:00
Disable defines of memset/memcpy that confuse visual assist
* These are only for the opencl build, which we don't care about.
-
97f9982f
by baldurk
at 2020-05-28T16:45:08+01:00
Fix compilation on android
-
a5e33469
by baldurk
at 2020-05-28T18:29:21+01:00
Pass /bigobj when compiling vk_serialise.cpp to fix VS2019
-
4ad21c41
by Daniel Craig
at 2020-05-28T23:27:56+01:00
Fix HWND resize timing issue
* There was a race condition where the newly created HWND surface could
be resized during swap chain creation. This causes a
`VK_ERROR_DEVICE_LOST`, but is very timing dependent.
* The fix was to finish the resize, via `ResourcePreview::setActive()` /
`QWidget::show()` before scheduling any async functions that could
create a swapchain, namely `IReplayOutput::AddThumbnail()`.
-
86e0ed1d
by baldurk
at 2020-05-29T14:10:52+01:00
Don't suspend children on linux unless we're injecting
-
9f0787da
by baldurk
at 2020-05-29T14:11:03+01:00
Keep subpass self-dependencies when making loadRPs.
-
a0a373a8
by baldurk
at 2020-05-29T17:26:29+01:00
Fix handling of buffer truncation and zero-sized buffers
-
a8f61084
by baldurk
at 2020-05-29T17:26:47+01:00
Try to clamp indices when accessing in SPIR-V debugging
-
e472536c
by baldurk
at 2020-05-29T17:49:57+01:00
Don't read off end of capture if CaptureEnd chunk is missing
-
1c19deb8
by baldurk
at 2020-05-29T20:07:48+01:00
Improve copy-paste behaviour for tree views
-
7a821c20
by baldurk
at 2020-05-29T20:09:13+01:00
Add custom context menu for all tree views with expand/collapse and copy
-
0f7875a2
by Camille Martel
at 2020-05-29T23:47:00+01:00
Don't call CheckImplicitThread when GL hook is disabled
-
4a5bd147
by baldurk
at 2020-06-01T21:54:43+01:00
Fix Draw_Zoo tests
-
ae38a102
by baldurk
at 2020-06-01T21:54:43+01:00
Fix Iter_Test
-
0f8ad413
by baldurk
at 2020-06-01T21:54:43+01:00
Add rdcarray helper for "resize array up to this index if smaller"
* This is a common enough operation to warrant a helper, as an alternative to
vec.resize(RDCMAX(index + 1, vec.size())
-
5d2cfe98
by baldurk
at 2020-06-01T21:54:43+01:00
Handle stringising 64-bit enums
-
02196377
by baldurk
at 2020-06-01T22:39:26+01:00
Fix resize_for_index test
-
d59147ba
by windog18
at 2020-06-03T18:40:49+01:00
Fixed hlsl cbuffer variable gen bug
-
7e66573e
by Aliya Pazylbekova
at 2020-06-03T18:40:57+01:00
Vk Pixel history: a few fixes
1) A depth image might have different number of samples, tested on a
case where there is a resolve attachment on vkCmdEndRenderPass, but
the depth attachment is multisampled.
2) HasMultipleSubpasses should take into accoun the case when there is
no renderpass, for example post vkCmdEndRenderPass
-
95244381
by baldurk
at 2020-06-03T18:41:11+01:00
End active unbalanced queries/transform feedback after active replay
* Some drivers have issues doing normal work while queries or XFB are active,
and there's no reason to keep them active indefinitely since they might not be
closed by a subsequent draw replay (if multiple draws are spanned and we
select a draw in the middle).
-
d32cca11
by baldurk
at 2020-06-03T18:41:11+01:00
Read size as unsigned int, so that buffers over 2GB (!!) work OK
-
c451bdc2
by baldurk
at 2020-06-03T18:41:11+01:00
Add extra error checking into VirtualFileDialog
-
f9c1f24c
by baldurk
at 2020-06-03T18:41:11+01:00
DDX/DDY are always float typed
-
3912085c
by baldurk
at 2020-06-03T18:41:11+01:00
Check output pointer before writing
-
6083f5a7
by baldurk
at 2020-06-03T18:41:11+01:00
Handle buffers being a NULL pointer in glBindBuffersBase
-
e2757ac7
by baldurk
at 2020-06-03T18:41:11+01:00
Fix old reference to m_InternalElement as bool
-
6fcd34dd
by baldurk
at 2020-06-03T18:41:11+01:00
Add missing cast to Vec4u
-
ee02cfa1
by baldurk
at 2020-06-03T18:41:11+01:00
Consistently use descriptor slots as array
* Even for inline uniform block where we know there's only one slot
-
ebb81087
by baldurk
at 2020-06-03T18:41:11+01:00
Fix wrong enum comparisons
-
00f0d8c7
by baldurk
at 2020-06-03T18:41:12+01:00
Remove virtual from ID3DXXDeviceChild::Shutdown
-
72ac2cd6
by baldurk
at 2020-06-03T18:41:12+01:00
Fix copy-paste errors
-
bdead116
by baldurk
at 2020-06-03T18:41:12+01:00
Handle NULL/out of bounds vertex buffer data in D3D11 shader debugging
-
88231cbe
by baldurk
at 2020-06-04T16:17:31+01:00
Disable stages in vulkan pipeline state view if raster discard is on
-
9f9a4cda
by baldurk
at 2020-06-05T12:24:33+01:00
Fix search in chm-friendly RTD theme
-
60b710f2
by baldurk
at 2020-06-05T12:44:38+01:00
Fix display of matrices inside source variable-mapped structures
-
44ab5e99
by baldurk
at 2020-06-05T13:23:54+01:00
Fix crash in shader debugging with unbound (but unused) descriptor sets
-
40183bff
by baldurk
at 2020-06-05T13:54:26+01:00
Fix typo in buffer formatter for padded column major matrices
-
fe8a35b2
by baldurk
at 2020-06-05T14:11:14+01:00
Fix calculation of matrix variable sizes. Closes #1927
-
8ff6251d
by baldurk
at 2020-06-05T14:19:39+01:00
Handle hlsl/glsl matrix dimension order properly in buffer formatter
-
7dda3770
by baldurk
at 2020-06-05T14:32:54+01:00
Generate consistent names for unnamed shader I/O signatures
-
35c7c640
by baldurk
at 2020-06-05T15:15:42+01:00
Add optional debug dumping of postvs SPIR-V
-
2801e547
by baldurk
at 2020-06-05T16:02:06+01:00
Skip pixel shader debugging if no shader is bound
-
f1e31bd7
by baldurk
at 2020-06-05T16:29:52+01:00
Only upload columns that are valid from paramers in debugging
* Since e.g. the length operation calculates float4 length always we rely on
smaller vectors having 0s for the other paramters
-
a2079c7d
by baldurk
at 2020-06-05T17:35:19+01:00
Fix fetching of vertex buffer bindings that aren't compact or in order
-
4add5bfb
by baldurk
at 2020-06-05T17:35:36+01:00
Don't make failure to debug a fatal error
* On vulkan for example not all shaders can currently be debugged
-
f40490c0
by baldurk
at 2020-06-05T19:36:02+01:00
Avoid underflow when calculating padding bytes
-
59282698
by Philip Rebohle
at 2020-06-06T10:44:33+01:00
Add QPainterPath include
-
9fba0775
by baldurk
at 2020-06-07T00:44:35+01:00
Add a couple of other missing QPainterPath includes
-
fc9eddce
by baldurk
at 2020-06-07T00:45:48+01:00
Update toolwindowmanager to b006b186
-
969713dc
by baldurk
at 2020-06-08T15:51:10+01:00
Change rdcstr WriteAll overload to non-templated
-
ebe0ab1b
by baldurk
at 2020-06-08T16:01:45+01:00
When running process as root, show error dialogs. Closes #1932
* Error logs are less likely to be noticed by users when things go wrong.
-
d0ff7a1f
by baldurk
at 2020-06-08T16:48:43+01:00
Fix mapping for arrays with float4 stride but partial last element
* The size won't quite be a multiple of the stride when the last element isn't a
multiple of a float4
-
46a65153
by baldurk
at 2020-06-08T17:09:24+01:00
Handle normalisation of sampled stencil values
-
fe0b780b
by baldurk
at 2020-06-08T18:26:12+01:00
Add sphinx_paramlinks fixes for sphinx 3.1
-
138881f7
by baldurk
at 2020-06-08T19:42:00+01:00
Add more deny flags to OpenExistingHeapFromAddress heaps. Closes #1933
-
ff4a632f
by Aliya Pazylbekova
at 2020-06-08T22:10:47+01:00
Vk pixel history: fix scissor test bug
For when scissor offset is negative
-
d1f4a47c
by baldurk
at 2020-06-11T20:05:03+01:00
Add a load of MSBuild nonsense to *avoid* targeting a specific Win SDK
* Even though we don't care about the windows SDK version at all, we actively
need to avoid the default which actively sabotages us.
-
36d74b32
by baldurk
at 2020-06-11T20:06:43+01:00
Add optional output file for qrenderdoc unit tests
-
6e899b89
by baldurk
at 2020-06-11T22:38:38+01:00
Disable warning in tinyexr with latest VS2019 compiler
-
d49d31fa
by baldurk
at 2020-06-11T22:42:44+01:00
Switch from travis/appveyor to github actions for CI
-
60da7b78
by baldurk
at 2020-06-11T22:49:26+01:00
Fix bad indentation from removing comments
-
99bfc41c
by Steve Karolewics
at 2020-06-12T13:39:50+01:00
Add bounds checks for resources in shader viewer UI
-
70f838d3
by baldurk
at 2020-06-12T13:40:02+01:00
Don't leak GetLastError for fully implemented functions. Closes #1942
* When we plan to return a function pointer even with no onward implementation,
wglGetProcAddress will have set PROC_NOT_FOUND or some similar error. We'll
still return our hook though so we need to unset that error code just in case
the application is looking for it.
-
e0522475
by baldurk
at 2020-06-12T13:40:02+01:00
Adopt v2.0 of the contributor covenant
* This better details the inclusionary community desired and has more specific
additional language on how the code of conduct will be enforced as needed.
* In addition the file is copied to the .github folder for additional
visibility.
-
e0eb5445
by baldurk
at 2020-06-12T13:40:02+01:00
Add additional notice about unacceptable use of RenderDoc
-
19c066c6
by baldurk
at 2020-06-12T13:40:02+01:00
Move issue/pull request templates to .github folder and split up
* Now that we have a .github folder we can have separate templates for bug
reports and feature requests.
-
70ef09eb
by Lionel Landwerlin
at 2020-06-15T10:28:21+01:00
Filter out non command scope KHR counters
KHR counters come in 3 different scopes (quoting the spec) :
* VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_BUFFER_KHR - the performance
counter scope is a single complete command buffer.
* VK_PERFORMANCE_COUNTER_SCOPE_RENDER_PASS_KHR - the performance
counter scope is zero or more complete render passes. The
performance query containing the performance counter must begin
and end outside a render pass instance.
* VK_PERFORMANCE_COUNTER_SCOPE_COMMAND_KHR - the performance counter
scope is zero or more commands.
The way we're currently using the counters is tied to draw/dispatch
commands so we should only use the SCOPE_COMMAND type of counters.
-
aa16eb0e
by Lionel Landwerlin
at 2020-06-15T10:28:21+01:00
Allow KHR counters on pass boundary commands
We would like to be able to measure implicit resolves operations.
-
58a6d7eb
by thisisjimmyfb
at 2020-06-15T15:43:52+01:00
skip initial states for cleared renderpass
also refactored the postpone logic
-
52967ad2
by thisisjimmyfb
at 2020-06-15T15:43:52+01:00
Eliminated MarkDirtyWithWriteReference
because it is interfering with the reference
tracking for skipping cleared or don't care
renderpasses
-
9805c9d6
by baldurk
at 2020-06-15T15:44:09+01:00
Fix calculation of index buffer offset. Closes #1948
-
43eaca02
by baldurk
at 2020-06-15T15:44:09+01:00
Don't fetch mip/layer for renderbuffers
* Renderbuffers are a legacy concept that some programs still use, but they
don't have array layers or mips
-
df575a17
by baldurk
at 2020-06-15T15:44:09+01:00
Ensure all texture parameter set & get happens with active texture 0
* It's unclear exactly what happens when a different active texture is set, the
spec seems to suggest that the active texture unit is ignored for most queries
that aren't about texture-slot bindings but then it doesn't say explicitly
whether that means glBindTexture() with a non-zero active slot will then bind
the texture for querying or not.
* For safety and simplicity we always work on texture unit 0. On replay this is
most simply accomplished by pushing and popping the active slot at the same
time that we push and pop the binding for our EXT_direct_state_access
emulation.
* For the couple of cases that happen during capture when we might not be
emulating EXT_direct_state_access, we push and pop by hand.
-
8e267c01
by sindney
at 2020-06-16T11:01:28+01:00
fix unpackData bug when unpacking UNorm and SNorm data
-
689f6960
by sindney
at 2020-06-16T11:01:28+01:00
fix unpackData max negative
-
34b3484b
by sindney
at 2020-06-16T11:01:28+01:00
Update decode_mesh.py
-
c1612f5d
by alex
at 2020-06-16T11:47:52+01:00
Add Texture Viewer custom shaders directory setting
-
9414beae
by alex
at 2020-06-16T11:47:52+01:00
Support multiple custom shaders directories for Texture Viewer
-
dc98283d
by baldurk
at 2020-06-16T15:27:39+01:00
Avoid potential crashes trying to compile 0-byte shaders
-
6915f071
by baldurk
at 2020-06-16T15:27:40+01:00
Fix image states being removed too early on image destruction
* This causes problems if we're doing a last-second initial state prepare on
destruction.
-
36f5c907
by baldurk
at 2020-06-16T15:27:40+01:00
Add missing references not being tracked in background on vulkan
-
a6d06642
by baldurk
at 2020-06-16T15:27:40+01:00
Ensure we don't trash state while debugging
-
f85f74b0
by baldurk
at 2020-06-16T15:27:40+01:00
Only process non-data actions on android. Closes #1943
-
71e749ab
by baldurk
at 2020-06-16T19:04:57+01:00
Add missing handling for extension struct
-
4c8c16d9
by baldurk
at 2020-06-18T17:22:02+01:00
Fall back to device preferred ABI if package has none. Closes #1944
-
fb7bb9cd
by baldurk
at 2020-06-18T17:22:38+01:00
Handle new location for shader hashes
-
327d82e8
by baldurk
at 2020-06-18T17:22:38+01:00
Stub parsing of global symbol types
-
99aa195e
by baldurk
at 2020-06-18T17:22:38+01:00
Handle attributes
-
0c54db28
by baldurk
at 2020-06-18T17:22:39+01:00
Stub types and constants blocks
-
144e8057
by baldurk
at 2020-06-18T17:22:39+01:00
Improve LLVM record dumping a bit
-
143181d8
by baldurk
at 2020-06-18T17:22:39+01:00
Process types record
-
395e8325
by baldurk
at 2020-06-18T17:22:39+01:00
Implement handling for function types and declarations
-
8727b2aa
by baldurk
at 2020-06-18T17:22:39+01:00
Implement constant block parsing
-
d28bab8c
by baldurk
at 2020-06-18T17:22:39+01:00
Handle (but skip) STAT DXIL chunk
-
25321e74
by baldurk
at 2020-06-18T17:22:39+01:00
Decode metadata for global debug information
-
c29fce83
by baldurk
at 2020-06-18T17:22:39+01:00
Count line numbers for disassembly
-
0869f338
by baldurk
at 2020-06-18T17:22:39+01:00
Handle local debug information metadata
-
297ba38e
by baldurk
at 2020-06-18T17:22:39+01:00
Remove unused GetDisassemblyLine function
-
3dfb9a06
by baldurk
at 2020-06-18T17:22:39+01:00
Parse and disassemble function blocks
-
39eb8da8
by baldurk
at 2020-06-18T17:22:39+01:00
Move disassembly to separate file
-
c94b1571
by baldurk
at 2020-06-18T17:22:40+01:00
Remove bitcode dump functions
-
80205a88
by baldurk
at 2020-06-18T17:22:40+01:00
Add special zeroinitializer disassembly
-
4c4cdae5
by baldurk
at 2020-06-18T17:22:40+01:00
Remove extra space in type declarations
-
ef076f96
by baldurk
at 2020-06-18T17:22:40+01:00
Disassemble all bitcasts the same way
-
41cf02aa
by baldurk
at 2020-06-18T17:22:40+01:00
Use %e for printing floats
-
84da098a
by baldurk
at 2020-06-18T17:22:40+01:00
Only pad exponential float printing of exponent to 2 decimal digits
-
6f950afe
by baldurk
at 2020-06-18T17:22:40+01:00
Fix display of double values
-
657a5a0c
by baldurk
at 2020-06-18T17:22:40+01:00
Handle binops in functions
-
bfea4427
by baldurk
at 2020-06-18T17:22:40+01:00
Stub out exception handling instructions we don't expect to appear
-
0000916e
by baldurk
at 2020-06-18T17:22:40+01:00
Expose svbr rotated encoding as static member of LLVM bit reader
-
9697bc29
by baldurk
at 2020-06-18T17:22:40+01:00
Add helper to find and cache void type
-
10da3b73
by baldurk
at 2020-06-18T17:22:40+01:00
Add support for DISubrange
-
591e02b5
by baldurk
at 2020-06-18T17:22:40+01:00
Handled attached metadata
-
d99a8536
by baldurk
at 2020-06-18T17:22:41+01:00
Decode alloca/gep/load/store
-
a6c89493
by baldurk
at 2020-06-18T17:22:41+01:00
Handle compare and select operations
-
c8742a14
by baldurk
at 2020-06-18T17:22:41+01:00
Handle extract/insert/shuffle vector and aggregate operations
* DXIL supposedly won't use these, but handle them just in case
-
8b57989b
by baldurk
at 2020-06-18T17:22:41+01:00
Disassemble global variables with initialisers properly
-
08cd7ae0
by baldurk
at 2020-06-18T17:22:41+01:00
Handle explicit debug info
* Some locations are given as metadata even though most appear through
DEBUG_LOC, so ensure we handle these.
-
340bf9f8
by baldurk
at 2020-06-18T17:22:41+01:00
Add handling for branching and phi nodes
-
26d4244d
by baldurk
at 2020-06-18T17:22:41+01:00
Fix disassembly of DILexicalBlock
-
e29502dd
by baldurk
at 2020-06-18T17:22:41+01:00
Handle switch opcode
-
b54248ad
by baldurk
at 2020-06-18T17:22:41+01:00
Fix indexing of symbols for metadata
-
77d60b72
by baldurk
at 2020-06-18T17:22:41+01:00
Save address space in pointer types
-
5a976e55
by baldurk
at 2020-06-18T17:22:41+01:00
Fetch compute thread dimension from dx.entrypoint metadata
-
c1838c89
by baldurk
at 2020-06-18T17:22:41+01:00
Handle atomic instructions
-
60936907
by baldurk
at 2020-06-18T17:22:42+01:00
Match LLVM's escaping behaviour
-
343e13de
by baldurk
at 2020-06-18T17:22:42+01:00
Fix disassembly of DIDerivedType
-
df1187b8
by baldurk
at 2020-06-18T17:22:42+01:00
Support naming basic blocks in function symbol table
-
d73452f0
by baldurk
at 2020-06-18T17:22:42+01:00
Print metadata values inline instead of referencing them by number
-
6641030f
by baldurk
at 2020-06-18T17:22:42+01:00
Print types in same order as LLVM
-
57721e46
by baldurk
at 2020-06-18T17:22:42+01:00
Include new ILDN chunk and global flags in disassembly
* This is used for both DXBC and DXIL bytecode
-
fec709b2
by baldurk
at 2020-06-18T17:22:42+01:00
Support using ILDN to locate separate debug info
* This works the same way as the existing separate pdb support
-
2081c421
by baldurk
at 2020-06-18T17:22:42+01:00
Ignore DXIL STAT chunk since we decode bytecode always
-
505a674b
by baldurk
at 2020-06-18T17:22:42+01:00
Ensure DXIL populates compute shader fake input signature
-
b4db1491
by baldurk
at 2020-06-18T17:22:42+01:00
Disassemble empty types with no padding
-
6fcd4fee
by baldurk
at 2020-06-18T17:22:42+01:00
Ignore PSV0 chunk
-
fc5c58a6
by baldurk
at 2020-06-18T17:22:42+01:00
Move reflection to separate file, implement GetOutputTopology()
-
2f10c52b
by baldurk
at 2020-06-18T17:22:43+01:00
Remove some unused fields in DXBC reflection
* These are present in the DXBC file itself but we don't use them
-
b4ae6c4b
by baldurk
at 2020-06-18T17:22:43+01:00
Start adding reflection based on the metadata
-
ba8b49e4
by baldurk
at 2020-06-18T17:22:43+01:00
Handle register name for stencil ref output in DXBC bytecode
-
c112b3d2
by baldurk
at 2020-06-18T17:22:43+01:00
Reflect SRVs and UAVs
-
be65ec48
by baldurk
at 2020-06-18T17:22:43+01:00
Process cbuffer/structure types with type annotations
-
b7570358
by baldurk
at 2020-06-18T17:22:43+01:00
Handle dx.op.annotateHandle type annotations
-
743d75c5
by baldurk
at 2020-06-18T17:22:43+01:00
Update DX headers to latest from SDK 10.0.19041
* Don't allow querying for the new interfaces since we don't support anything in
them.
-
11fa7686
by baldurk
at 2020-06-18T17:22:43+01:00
Allow enabling D3D12ExperimentalShaderModels, and enable it on replay
* This needs to happen to allow loading unsigned DXIL
-
b55d4c1c
by baldurk
at 2020-06-18T17:22:43+01:00
Prefer to get reflection information from STAT chunk if present
* This has some type information still present that's stripped out of the DXIL
chunk
-
6783f6a8
by baldurk
at 2020-06-18T17:22:43+01:00
Improve handling if reflection information is stripped
-
993204b8
by baldurk
at 2020-06-18T17:22:44+01:00
Allow capturing with DXIL shaders. Closes #1718
-
23c23951
by baldurk
at 2020-06-18T17:22:44+01:00
Account for padding in DXIL bitcode chunk
-
e4aff404
by baldurk
at 2020-06-18T17:22:44+01:00
Rename basic disassembly type on D3D12 to include DXIL
-
1c2aff1c
by baldurk
at 2020-06-18T17:22:44+01:00
Add helper to quickly check for if DXIL is in use
-
33b4d351
by baldurk
at 2020-06-18T17:22:44+01:00
Try to locate and use DXC when compiling shaders for SM6.0 and up
* This will first try and use any dxcompiler.dll in the renderdoc plugins
folder, or in the PATH. Otherwise it will search through windows 10 SDKs
located via the registry.
-
9f210d56
by baldurk
at 2020-06-18T17:22:44+01:00
Hardcode variants of fixed colour shader needed on D3D12
* We will be adding an offline baked version of the DXIL variant of each of
these, so we want to make it friendly to build-time generation.
-
0bd48d3c
by baldurk
at 2020-06-18T17:22:44+01:00
Update overlays to use DXIL as needed
* This is needed because D3D12 requires all shaders in a pipeline to use DXIL if
any do.
* We try to bake the couple of DXIL shaders that we will mix-and-match with
application shaders at build time, in case we aren't able to find a working
dxcompiler at runtime to build them. But this can only happen if we find a
working dxc.exe in one of the windows 10 SDKs.
-
28127e62
by baldurk
at 2020-06-18T17:22:44+01:00
Only init DXC and create DXIL shaders when capture uses DXIL shaders
-
592cf968
by baldurk
at 2020-06-18T17:22:44+01:00
Add a new analytics tracking flag for "has any capture used DXIL"
-
631b56a0
by baldurk
at 2020-06-18T17:22:44+01:00
Add support for compiling with dxcompiler in tests
-
213ce9c4
by baldurk
at 2020-06-18T17:22:44+01:00
Don't print 0 align on load/store/alloc
-
92259614
by baldurk
at 2020-06-18T17:22:44+01:00
Add support for GEP constant ops
-
7b96962b
by baldurk
at 2020-06-18T17:22:45+01:00
Rename 'Value' to 'Constant' to get away from the overloaded LLVM term
-
885e2b61
by baldurk
at 2020-06-18T17:22:45+01:00
Fix a few cases in struct reflection
-
d4ddb565
by baldurk
at 2020-06-18T17:22:45+01:00
Add a per-shader debuggable flag to allow finer grained status
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
will allow us to have the UI work better when encountering shaders with
unsupported capabilities or extensions.
-
ad10f9ac
by baldurk
at 2020-06-19T14:45:44+01:00
Store shader profile in ShaderCompileFlags for D3D
-
253a03f5
by baldurk
at 2020-06-19T14:45:44+01:00
Truncate long strings in DXIL disassembly
-
4d6e4857
by baldurk
at 2020-06-19T14:45:57+01:00
Implement debug interface for DXIL, to get embedded shader source
-
d3ef145c
by baldurk
at 2020-06-19T14:46:00+01:00
Patch VkRenderPassMultiviewCreateInfo when making single-subpass RPs
-
01d7eaac
by baldurk
at 2020-06-19T14:46:00+01:00
Fix assert that doesn't handle whole-array mappings
-
2b40de2a
by baldurk
at 2020-06-19T14:46:00+01:00
Update docs about DXIL support
-
f9218b5a
by baldurk
at 2020-06-19T14:46:00+01:00
Allow specifying D3D12_DESCRIPTOR_RANGE_FLAGS in root signatures
-
a550521b
by baldurk
at 2020-06-19T14:46:00+01:00
Find struct annotations more robustly
-
d6ef32c5
by baldurk
at 2020-06-19T14:46:00+01:00
Reflect inner type for structured buffers on DXIL
-
ab5c5274
by baldurk
at 2020-06-19T14:46:00+01:00
Update D3D12 cbuffer test to check DXIL
-
a0c66317
by baldurk
at 2020-06-19T14:46:00+01:00
Add test of DXBC and DXIL D3D12 shader reflection
-
5b5cd182
by baldurk
at 2020-06-19T17:44:55+01:00
Handle forward references in any LLVM instruction
-
4d156f09
by baldurk
at 2020-06-19T17:44:55+01:00
Handle ret not being in last basic block
-
2c998ffb
by baldurk
at 2020-06-19T17:48:12+01:00
Don't print linkage for variables with initializers
-
f2ff54dc
by baldurk
at 2020-06-19T17:48:12+01:00
Support cast constant operations
-
31e58f68
by baldurk
at 2020-06-19T17:48:12+01:00
Handle global variables being declared in sections
-
68c88273
by baldurk
at 2020-06-19T17:48:12+01:00
Fixing missing c_str() when in-lining variable names
-
29f54f92
by baldurk
at 2020-06-19T20:09:27+01:00
Fix compilation on 32-bit
-
274e7354
by baldurk
at 2020-06-19T20:09:27+01:00
Don't pass rdcstr through varargs
-
e7cf9115
by baldurk
at 2020-06-19T20:09:27+01:00
Add <MakeDir> before invoking dxc
-
ce908cf1
by baldurk
at 2020-06-20T10:06:42+01:00
Fix compilation with old dxc
* -Qstrip_debug without -Zi will fail to build completely, so omit it and we
will get what we want (no debug info).
-
586676ff
by baldurk
at 2020-06-29T13:10:50+01:00
Ensure android build happens with our SDK
-
ed7d774f
by baldurk
at 2020-06-29T13:10:50+01:00
Fix crash opening non-buffer-backed unused constant buffers
-
81e99a71
by baldurk
at 2020-06-29T13:10:51+01:00
Strip validation extensions from replay
-
6d23e59a
by baldurk
at 2020-06-29T13:10:51+01:00
Support specifying next chain to instance creation, and inst extensions
-
e68719b5
by Karanlos
at 2020-06-29T13:11:06+01:00
Pipeline barrier for Gather and MathOp value fetching.
-
dfc82b3b
by baldurk
at 2020-06-29T18:34:07+01:00
Prevent debugging graphics stages if no drawcall is selected
-
767f123c
by baldurk
at 2020-06-29T18:34:07+01:00
Handle debug search paths on D3D12 correctly
* We also need to unwrap the needless PDB wrapper on MS's separate debug info
setup.
-
113c6f35
by baldurk
at 2020-06-29T18:34:07+01:00
Add ALLOW_DEPTH_STENCIL to array textures copied to MSAA. Closes #1960
* Nothing seems to suggest that this is necessary technically and there are no
validation errors, but without this flag sampling from the array texture
causes DEVICE_HUNG on nvidia GPUs.
-
f238428d
by baldurk
at 2020-06-29T19:08:39+01:00
Fix parsing of command lines with nested quotes and empty parameters
-
e5e9a9c9
by baldurk
at 2020-06-30T12:34:52+01:00
Use QDoubleSpinBox for partial 64-bit int support. Closes #1952
* Actually creating a 64-bit spinbox is not feasible without constructing it
almost from scratch due to how much QAbstractSpinBox depends on private
internals that can't be overridden. Instead use a QDoubleSpinBox with no
decimals since we don't need the full 64-bit range, and the mantissa of a
double is enough.
-
95a2dc18
by baldurk
at 2020-06-30T13:09:17+01:00
Always print the draw count for indirect draws
-
d2557d39
by baldurk
at 2020-06-30T21:53:32+01:00
Fix linux compilation
-
310f1d05
by baldurk
at 2020-06-30T22:34:13+01:00
Remove debug log
-
270700c2
by Steve Karolewics
at 2020-07-01T10:45:40+01:00
Fix reporting of DXC errors in test app
Fallback to compiling without -Qembed_debug if it fails, to support
older Windows 10 SDKs
-
05c48b44
by baldurk
at 2020-07-01T18:09:24+01:00
Handle unknown pNext structs more gracefully in serialisation
* It's illegal for an application to pass an unknown pNext struct since they
must correspond to enabled extensions and we disallow all unsupported
extensions.
* Rather than crashing or corrupting the serialisation though we strip and don't
serialise the extension struct. This may or may not succeed but the
application is already in undefined territory.
* When we encounter an unsupported extension on replay this cannot be handled
since we don't know how to skip its serialisation. This becomes a fatal error.
-
c11b147c
by baldurk
at 2020-07-01T18:09:24+01:00
Allow building windows extensions on linux
* This is primarily for the benefit of VK_EXT_full_screen_exclusive in wine
-
b26fdae7
by baldurk
at 2020-07-01T18:09:24+01:00
Ensure aggressive dead-code stripping doesn't break tests
-
180b61ab
by baldurk
at 2020-07-01T18:09:24+01:00
Ensure implicit thread detection is turned on always on linux
-
ef6439dd
by baldurk
at 2020-07-01T18:09:24+01:00
Add missing vulkan tests on linux demos project
-
46552fa0
by baldurk
at 2020-07-01T18:09:24+01:00
Fix VK_Shader_ISA test to work on radv
-
904c29e5
by baldurk
at 2020-07-01T22:17:36+01:00
Mac compile fix
-
aa3fda9b
by baldurk
at 2020-07-02T10:07:42+01:00
Fix DXIL check to work on any dxc version
-
ceb20f11
by baldurk
at 2020-07-02T15:10:02+01:00
Make pixel history test more forgiving with comparison epsilon
-
c7f3f3a5
by baldurk
at 2020-07-02T15:35:11+01:00
Use precise occlusion queries where possible
* Since we only want boolean results this shouldn't be necessary but it may work
around some driver issues and give more reliable results.
-
c8d75f57
by baldurk
at 2020-07-02T17:19:07+01:00
Fix remote server version calculation
-
4c885f0e
by baldurk
at 2020-07-02T17:40:21+01:00
Update official vulkan headers to 1.2.145
-
acd53cba
by baldurk
at 2020-07-02T18:14:34+01:00
Fix unsigned/signed comparison with new VK_MAKE_VERSION
-
dd8c63d1
by baldurk
at 2020-07-03T13:02:06+01:00
Don't lock around calling RunCommand(). Closes #1970
-
35854957
by baldurk
at 2020-07-03T15:43:00+01:00
Add support for VK_EXT_extended_dynamic_state
-
6b2bfdb3
by baldurk
at 2020-07-03T17:18:31+01:00
32-bit compile fix
-
02ece87e
by baldurk
at 2020-07-03T19:19:08+01:00
Fix natvis display for heap-allocated rdcstr capacity
-
75020628
by baldurk
at 2020-07-03T19:19:28+01:00
Only read exactly the right number of bytes for SPDB file data
-
4b7e1bab
by baldurk
at 2020-07-03T19:55:51+01:00
Force inline subpass contents when replaying outside of normal flow
-
97ea5df0
by baldurk
at 2020-07-06T10:47:00+01:00
Fix tracking of topologies during load for drawcalls
-
02c1669a
by baldurk
at 2020-07-06T11:14:02+01:00
Better handle failures inside nested test sections
-
c10089c9
by baldurk
at 2020-07-06T11:20:23+01:00
Invert y display for vulkan with negative viewport height. Closes #1971
-
5891a950
by baldurk
at 2020-07-06T12:15:33+01:00
Add option to dump bindless feedback shaders
-
5aed791c
by baldurk
at 2020-07-06T12:16:17+01:00
Don't mark unused binds with 0 stageFlags
* It's a reasonable mistake for someone to have a bind they care about with 0
stageFlags
-
3f089b0c
by baldurk
at 2020-07-06T13:26:49+01:00
Don't treat binds with 0 stageMask as completely empty
* We can still highlight them as empty the same as we do for insufficiently
sized constant buffers, but we should display the proper resource contents.
-
9f2fdd6d
by baldurk
at 2020-07-06T13:27:10+01:00
Show view in vulkan pipeline state view when significant
-
3b6cfd49
by baldurk
at 2020-07-06T17:26:21+01:00
Add some more marker regions for self-hosted captures
-
da512e17
by baldurk
at 2020-07-06T17:29:00+01:00
Respect existing types for primitive ID/sample ID when shader debugging
-
f8326b91
by baldurk
at 2020-07-06T17:29:21+01:00
Accept VS reformatting of vcxproj
-
efafd0b7
by Aliya Pazylbekova
at 2020-07-07T18:15:09+01:00
Vulkan Pixel History: add high level comments
-
c15078b9
by Omar El Sheikh
at 2020-07-09T14:29:41+01:00
Added Scoped Storage Support for Android
Updated permissions for the renderdoccmd app based on which version of
android the app is running on
**WRITE_EXTERNAL_STORAGE for <R
**MANAGE_EXTERNAL_STORAGE for >=R
Updated the Java portion of renderdoccmd to check/request the correct
permission based on android version
Changed the file path for renderdoc files on Android based on the
version of Android the connected device is running
**/sdcard/Android/data/$PACKAGE_NAME for <R
**/sdcard/Android/media/$PACKAGE_NAME for >=R
-
4c40549b
by Marcin Ślusarz
at 2020-07-09T23:31:37+01:00
Use actual size of Intel performance counters metadata.
Fixes exporting of performance counter values to CSV.
-
f0fe801d
by baldurk
at 2020-07-12T10:51:51+01:00
Specify RC include paths instead of using a macro for the output path
* This fixes an issue with builds failing when the path contains some characters
RC doesn't like for some reason, even if it's quoted.
-
d1d84d22
by baldurk
at 2020-07-12T10:52:10+01:00
Don't print error if struct stride is exactly matched
-
37612a42
by baldurk
at 2020-07-12T10:52:10+01:00
Use non-debug runtime for all builds of the renderdocui stub
-
88591c35
by baldurk
at 2020-07-12T10:52:10+01:00
Collapse large arrays if no dynamic use information is available
-
75fc8140
by baldurk
at 2020-07-12T10:52:10+01:00
Fix marker regions before command buffers are started
-
a0b3bffd
by baldurk
at 2020-07-12T10:52:10+01:00
Display slices in texture details in GL pipeline state view
-
bd484d85
by baldurk
at 2020-07-12T10:52:10+01:00
Fix bug in Compressonator BC6 options setting
-
9a2c4921
by baldurk
at 2020-07-12T10:52:10+01:00
Track command list state for all replayed command lists
* This allows us to have up-to-the-command correct state even for command lists
that aren't the partial one.
-
da0e18db
by baldurk
at 2020-07-12T10:52:10+01:00
Fix some issues with glClearTexImage and glClearFramebuffer
-
6dd09ed2
by baldurk
at 2020-07-12T10:52:10+01:00
Allow 3D textures to be bound to framebuffers with layers
-
0d026a43
by baldurk
at 2020-07-12T10:52:10+01:00
Remove CompType::Double
* This is a leftover artifact from before we had general extended type support
and double was the only non-32 bit type we handled. Now we support most type
formats so doubles are just CompType::Float with 8 byte width
-
bc4a8036
by baldurk
at 2020-07-12T10:52:10+01:00
Add usage entries for discards. Closes #1951
-
02a54be6
by baldurk
at 2020-07-13T17:29:11+01:00
When replaying resource discards fill with explicit pattern. Closes #284
* This helps catches cases where a discarded image is accidentally used and in
many cases may still have valid data. Particularly on Vulkan this is relevant
for DONT_CARE renderpass load and store ops.
-
9c4d0183
by baldurk
at 2020-07-13T18:36:59+01:00
Compile fixes
-
7a7b3301
by baldurk
at 2020-07-13T19:33:08+01:00
Fix case of BC7 file
-
55c248e4
by baldurk
at 2020-07-13T20:12:05+01:00
Disable warning on GCC in compressonator code
-
00580031
by baldurk
at 2020-07-13T20:29:32+01:00
Add more ignored warnings on compressonator
-
cf867816
by baldurk
at 2020-07-13T20:54:48+01:00
Experimental compressonator compile fix
-
eabfb9b0
by baldurk
at 2020-07-13T21:04:38+01:00
Remove isnan call that's seemingly impossible to call portably
-
ec6627af
by baldurk
at 2020-07-14T13:24:36+01:00
Use our own isinf/isnan over compiler provided ones that are unreliable
* Due to standards nonsense the availability of isinf/isnan in C++ is quite
complex and varies a lot between compilers. Trying to access them reliably is
quite brittle and they're easy to implement with bit-inspection of float
patterns, so we do that instead.
-
1df39247
by baldurk
at 2020-07-14T14:08:54+01:00
Fix access to render state in D3D12
* We need to copy the external-facing m_RenderState into the partial command
buffer's state for partial replay, in case it was modified externally.
* Also when accessing the render state inside a drawcall callback we need to use
the command buffer's local state, not m_RenderState which isn't updated until
the replay completes.
-
a395ec85
by baldurk
at 2020-07-14T17:22:01+01:00
Increase GL_Large_Buffer test to check >2GB buffer
-
7ebe4e5a
by baldurk
at 2020-07-14T17:52:40+01:00
Add test that GL state isn't trashed by initial contents or overlay
-
79e460f3
by baldurk
at 2020-07-14T17:58:10+01:00
Test that we can change entry point names when editing shaders in vulkan
-
b0f4a11b
by baldurk
at 2020-07-14T18:00:50+01:00
Test glBindBuffersBase doesn't crash when passed NULL
-
152db575
by baldurk
at 2020-07-15T11:50:56+01:00
Default A8 textures to show the alpha channel only
-
26070446
by baldurk
at 2020-07-15T11:51:14+01:00
Fix off-by-one error clamping vertex buffer access
-
f70d397d
by baldurk
at 2020-07-15T11:53:34+01:00
Don't change unrelated state while doing depth/stencil test overlay
-
67df704f
by baldurk
at 2020-07-15T12:15:07+01:00
Make sure to properly reset per-command list state so we don't leak
-
5c574938
by baldurk
at 2020-07-15T14:05:20+01:00
Share common shader source on vulkan
-
e1f90b4b
by baldurk
at 2020-07-15T14:11:42+01:00
Add test that validation layers and extensions can be captured
-
c3c95ece
by baldurk
at 2020-07-15T14:24:44+01:00
Don't assert that inactive threads are converging
-
ddba7ef9
by baldurk
at 2020-07-15T14:49:51+01:00
Use NaN-friendly behaviour for all mins and maxs in SPIR-V
* This matches the explicitly documented behaviour for D3D so it likely matches
what GPUs do, and since SPIR-V leaves it undefined it's OK to do what we want.
This does mean that there might be false negatives of cases where the GPU gets
bad results and the simulation 'works', but this is preferable and less likely
than false positives of the simulation going (legally) wrong when the GPU
result is correct.
-
7927ff2e
by baldurk
at 2020-07-15T15:34:37+01:00
Add tests of shaders that don't use GLSL.450 & have 0 stageFlags binds
-
f0e397bb
by baldurk
at 2020-07-15T17:24:24+01:00
Return explicit 0s for invalid derivatives, and add debug message
-
ee17cfee
by baldurk
at 2020-07-15T17:27:06+01:00
Use a checkerboard instead of a fixed colour for unbound thumbnails
-
8f00d3fb
by baldurk
at 2020-07-16T09:37:25+01:00
Compile fixes
-
9042aeab
by Marcin Ślusarz
at 2020-07-16T13:38:36+01:00
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.
-
08a3d05e
by baldurk
at 2020-07-16T20:39:25+01:00
Explicitly note which modifications in pixel history are unavailable
-
498bab80
by baldurk
at 2020-07-16T20:39:25+01:00
Improve support for multiview case with vulkan pixel history
-
7b191861
by baldurk
at 2020-07-16T20:39:25+01:00
Don't remove replacement when capture is closing
* There's no need, and this can cause races.
-
a8c97a75
by baldurk
at 2020-07-16T20:39:25+01:00
Save the post-modification fragment depth in D3D11 pixel history
-
4d6d949f
by baldurk
at 2020-07-16T20:45:19+01:00
Manually check depth test to get per-fragment pass/fail
-
93ac1654
by baldurk
at 2020-07-16T20:45:19+01:00
Add more internal markers for debugging vulkan pixel history
-
78aa5568
by baldurk
at 2020-07-16T20:45:19+01:00
Use original renderpass and framebuffer for per-fragment postmod values
-
dbce13e4
by baldurk
at 2020-07-16T20:45:19+01:00
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.
-
f49c10bc
by baldurk
at 2020-07-16T20:45:19+01:00
Fix tests that got broken by sharing shaders
-
5ef45a35
by baldurk
at 2020-07-16T20:45:19+01:00
Apply output mip/slice when selecting a new texture or new drawcall
-
18f44128
by baldurk
at 2020-07-16T20:45:20+01:00
Don't clear out of bounds when doing renderpass clears on non-0 slices
-
5a9fe05b
by baldurk
at 2020-07-16T20:45:20+01:00
Sanitise barrier layouts in vulkan pixel history
-
49788f34
by baldurk
at 2020-07-16T20:45:20+01:00
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.
-
7ab794ff
by baldurk
at 2020-07-16T20:45:20+01:00
Update vulkan pixel history test to exercise recent changes
-
2a1af6d9
by baldurk
at 2020-07-16T20:45:20+01:00
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.
-
2c2d70c6
by baldurk
at 2020-07-16T20:45:20+01:00
Fix assert condition being backwards
-
cccbb18b
by baldurk
at 2020-07-16T20:45:20+01:00
Initialise local variables with 0xcc as well as global scope variables
-
1316dbc6
by baldurk
at 2020-07-16T20:45:20+01:00
When iterating captures, don't compare outputs that are uninitialised
-
c912ccc3
by baldurk
at 2020-07-16T20:45:20+01:00
Fix lookup of source var that references an array
-
e176fcb9
by Steve Karolewics
at 2020-07-17T10:21:19+01:00
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.
-
485f7d21
by baldurk
at 2020-07-17T16:53:34+01:00
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.
-
e8b61fbf
by baldurk
at 2020-07-17T16:53:35+01:00
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.
-
845710d5
by baldurk
at 2020-07-17T16:53:35+01:00
Fix compile error in demos on linux
-
7aa3993a
by baldurk
at 2020-07-17T16:53:35+01:00
Add image name to depth/stencil clear draws
-
76caaba8
by baldurk
at 2020-07-17T16:53:35+01:00
Avoid use of EXT_direct_state_access in demos
-
c6ef3f10
by baldurk
at 2020-07-17T16:53:35+01:00
Properly enable indirect count feature on VK1.2
-
a46e86f1
by baldurk
at 2020-07-17T16:53:35+01:00
Ensure indirect buffer is properly cleared on first run
-
2bc59d16
by baldurk
at 2020-07-17T16:53:35+01:00
Fix mesh checks for extended dynamic state test
-
9506d8e4
by baldurk
at 2020-07-17T16:53:35+01:00
Make unbound checkerboard full alpha
-
7a885ae9
by baldurk
at 2020-07-17T16:53:35+01:00
Tweak ISA checks
-
05e2761f
by baldurk
at 2020-07-17T16:53:35+01:00
Quantise pixel history depth when doing per-fragment comparisons
-
fb313a0f
by baldurk
at 2020-07-17T17:09:58+01:00
Respect minImageCount from surface capabilities
-
8299fb50
by baldurk
at 2020-07-20T10:50:57+01:00
Add some missing D3D12 bitfield stringise cases
-
6a8e7cbb
by baldurk
at 2020-07-20T10:52:59+01:00
Fix python examples not being up to date with latest API changes
-
f6babe77
by baldurk
at 2020-07-20T16:07:36+01:00
Handle depth clipping and depth bounds failure separately
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
-
bf567ade
by baldurk
at 2020-07-20T16:31:59+01:00
Fix backwards finite check in D3D11 shader debugging
-
109d5e90
by Aliya Pazylbekova
at 2020-07-21T19:56:12+01:00
Remove Vulkan pixel history beta feature flag
-
56f1b8c4
by baldurk
at 2020-07-21T19:57:09+01:00
Fix size clamp being backwards for D3D12 index buffers
-
b540f631
by baldurk
at 2020-07-21T19:57:09+01:00
Don't overwrite idx variable with loop iterator
-
f75c34d3
by baldurk
at 2020-07-21T19:57:09+01:00
Fix swizzle on resource not being properly applied to ld_raw operations
-
9f4f68a7
by baldurk
at 2020-07-21T19:57:09+01:00
Add an unhandled exception handler on windows to print crashes to output
-
331aabcd
by baldurk
at 2020-07-21T19:57:09+01:00
Include test process output into test log
-
0d8c36d6
by baldurk
at 2020-07-21T19:57:09+01:00
Handle instanced client memory arrays in GL
-
03029a51
by baldurk
at 2020-07-21T19:57:09+01:00
Don't end unbalanced counters while fetching them ourselves on GL
-
6c1376fb
by baldurk
at 2020-07-21T19:57:09+01:00
Add credits note for vulkan pixel history
-
7a1c476c
by baldurk
at 2020-07-21T22:36:16+01:00
Remove Vulkan shader debugging beta feature flag
-
8e3d38ce
by baldurk
at 2020-07-22T13:26:29+01:00
Fix crash if texture is discarded with NULL region (means all discarded)
-
5d8d5754
by baldurk
at 2020-07-22T17:31:20+01:00
Update docs as vulkan pixel history and shader debugging are supported
-
22dbb188
by baldurk
at 2020-07-22T17:34:40+01:00
Document the new custom shader directories setting
-
ed9d5167
by Jordan Justen
at 2020-07-23T00:15:13-07:00
Merge tag 'v1.9' into debian/master
v1.9
-
ef6e7281
by Jordan Justen
at 2020-07-23T00:15:56-07:00
Start 1.9+dfsg-1 changelog
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
5ff5ae64
by Jordan Justen
at 2020-07-23T00:16:45-07:00
d/patches: Rebase patches for 1.9
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
e2dbdc75
by Jordan Justen
at 2020-07-23T02:48:04-07:00
d/control: Fix lintian depends-on-misc-pre-depends
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
56b64b44
by Jordan Justen
at 2020-07-23T12:19:19-07:00
d/changelog: Release 1.9+dfsg-1 to unstable
Signed-off-by: Jordan Justen <jljusten@debian.org>