-
e17eddad
by baldurk
at 2020-09-18T17:24:00+01:00
Bump version to 1.11
-
25bb8e3d
by baldurk
at 2020-09-19T15:02:24+01:00
Restore D3D11 driver bug workaround
-
aaae5d4a
by baldurk
at 2020-09-19T15:02:36+01:00
Separate out calls to vkBindBufferMemory2
-
92040f46
by baldurk
at 2020-09-20T11:23:06+01:00
Fix a crash with D3D11 SWAP_EFFECT_FLIP_DISCARD swapchains. Closes #2055
* DXGI is entangled with the API unfortunately, such that for D3D11
DXGI_SWAP_EFFECT_FLIP_DISCARD can only access buffer 0 (like
DXGI_SWAP_EFFECT_DISCARD) but for D3D12 it can access any buffer. This is
naturally undocumented.
-
e9dcd4b5
by baldurk
at 2020-09-21T14:37:29+01:00
Fix out of bounds check to not allow indexing 1 too far in members array
-
2481957f
by baldurk
at 2020-09-21T14:39:20+01:00
When shader debugging is cancelled, still display partial debug trace
-
9bc2ef77
by baldurk
at 2020-09-21T16:39:47+01:00
Record and track CREATE_NOT_RESIDENT heap flag
* We don't replay it, all resources are resident on replay. At record time we
need to know the residency status to make resources resident when necessary.
-
c8c138a7
by baldurk
at 2020-09-21T17:23:49+01:00
Fix handling of VkDeviceGroupDeviceCreateInfo structs
-
28463fd7
by baldurk
at 2020-09-21T18:18:23+01:00
Ensure view instancing array is properly copied in D3D12 pipeline desc
-
3c39f17d
by baldurk
at 2020-09-23T11:37:43+01:00
Reserve enough space for DXIL constants up front to prevent resizes
-
2d7a717e
by baldurk
at 2020-09-24T22:28:58+01:00
Fix shader function being called on non-shaders corrupting memory
-
8b2a521a
by baldurk
at 2020-09-24T22:29:12+01:00
Fix crash when no scissor regions are bound at D3D12 draw
-
2ea17af7
by baldurk
at 2020-09-25T10:51:12+01:00
Fix unwrap of inline uniform block descriptor writes
* We don't unwrap any of the data but we must still unwrap the descriptor set.
-
72468006
by baldurk
at 2020-09-28T23:03:28+01:00
Ensure pixel shader debugging has access to root signature
-
3c180d90
by baldurk
at 2020-09-28T23:03:38+01:00
Make buffer initial state padding more generous on GL
-
5ae5cb8b
by baldurk
at 2020-10-01T10:41:53+01:00
Don't remove resource records for stale resources on GL
* If we destroy a resource e.g. FBO 4 in a captured frame, its record will stay
alive until the end. When we delete that record we don't want to remove the
record that is now recorded for FBO 4 since that might be a new resource that
has been created. If the ID doesn't match then the original resource
destruction has already been processed and the record is now orphaned, so
nothing has to happen.
-
f975ef3c
by baldurk
at 2020-10-01T11:54:56+01:00
Add protection against the use of 0-sized buffers in GL
-
631a73fa
by baldurk
at 2020-10-01T11:55:19+01:00
Don't assert on replay thread for CancelReplayLoop
* This is the one function that CAN be called from another thread by definition
since the replay thread is blocked running the replay loop.
-
8e77703c
by baldurk
at 2020-10-01T11:55:48+01:00
When fetching API validation messages in GL, only fetch 'live' messages
* Any messages we add ourselves will already have an event ID so we keep them
separately.
-
12260fe8
by baldurk
at 2020-10-01T13:23:19+01:00
Apply UNDEFINED discard pattern for initial RP layout. Closes #2058
-
7541b49c
by baldurk
at 2020-10-01T15:33:15+01:00
Fix readback window being always allocated. Closes #2060
* This should only be allocated when the config flag isn't disabled and when
it's needed, but we were always allocating it during capture.
* We also only allocate as much as is needed, since it seems on AMD linux the
CPU memory can actually be quite arbitrarily constrained.
-
55c57f7e
by baldurk
at 2020-10-01T15:56:52+01:00
Display stencil values in binary and decimal in tooltips. Closes #2052
-
58f4dc6f
by baldurk
at 2020-10-01T16:59:25+01:00
Fix crash if duplicate root signature pointer is returned
* If we make internal replay root signatures live resources they could clash
with a replayed resource and end up with two entries in the live resource
list, which will double delete on shutdown.
-
98c17191
by baldurk
at 2020-10-01T17:00:38+01:00
Fix copy-paste error reading from wrong properties in RTV/DSV desc
-
d8638853
by baldurk
at 2020-10-01T17:48:35+01:00
Disable KHR_buffer_device_address on AMD windows for now
* It seems to be broken at the moment unfortunately, at least for our internal
use cases (shader debugging and bindless feedback)
-
8f635905
by baldurk
at 2020-10-01T17:48:35+01:00
Make more config flags non-debug.
* Only performance-sensitive flags should be debug only. Otherwise there's no
strong reason to limit these to non-official builds.
-
eeb04690
by baldurk
at 2020-10-02T10:45:57+01:00
Fix GL/DX interop for buffers
-
e1d025e4
by baldurk
at 2020-10-02T12:53:38+01:00
Don't fetch buffer data if it's not yet initialised
-
cc9aec21
by baldurk
at 2020-10-02T14:19:06+01:00
Fix display of UINT casted textures on D3D12
-
501eeff6
by baldurk
at 2020-10-02T15:19:45+01:00
Fix wrong FBO attachment being specified for readback
-
c66dfec7
by baldurk
at 2020-10-02T15:19:45+01:00
Force a remap if texture type changed even if format didn't
-
1b35c939
by baldurk
at 2020-10-02T16:26:51+01:00
Optimise texture zoo tests with fast path
* Pixel picking is a bottleneck, so do a render to a headless output and read
that back as a way of quickly checking that all of the subresource is OK at
once.
-
4518fda3
by baldurk
at 2020-10-02T16:43:11+01:00
Test entry points that could be applied to wrong resource types
-
9e17b91a
by baldurk
at 2020-10-02T17:41:58+01:00
Test different variations of DXGI swapchains on D3D11 and D3D12
-
41746240
by baldurk
at 2020-10-02T17:47:31+01:00
Test that glFrameTerminatorGREMEDY works in GL_Parameter_Zoo
-
164bd49d
by Rémi Palandri
at 2020-10-05T17:08:02+01:00
update vulkan/volk to 1.2.155
-
99171cc7
by baldurk
at 2020-10-05T17:46:14+01:00
Fix vulkan GetInstanceProcAddr to return NULL when instance is NULL
* Few functions should actually be queriable without an instance.
-
6e9565eb
by baldurk
at 2020-10-06T10:25:37+01:00
Always bounds check number of descriptors even if range isn't unbounded
-
96ab4c25
by baldurk
at 2020-10-06T10:28:27+01:00
Allow arrays to have a larger varOffset than 16 bytes in assert
-
1cbd062a
by baldurk
at 2020-10-06T16:11:22+01:00
Protect against captures that try to allocate memory from invalid types
-
90437b3a
by baldurk
at 2020-10-06T17:16:49+01:00
Fix return of only dynamically used resources
* If the range wasn't contiguous, some resources would be skipped
-
99811dd6
by baldurk
at 2020-10-06T18:39:48+01:00
Ensure draw index is correct when replaying draws
-
45f3f5ef
by baldurk
at 2020-10-06T18:40:53+01:00
Don't overwrite a known failed depth test with a suspected pass
* We only use the manual depth test to detect failures mid-modification
-
89af50a7
by baldurk
at 2020-10-06T18:59:25+01:00
Force depth writes when fetching shader output in pixel history
* If depth is disabled this will do nothing, but if depth is enabled this
ensures we actually get the depth value from the fragment.
-
7bcdf9b3
by Jannik
at 2020-10-12T11:44:51+01:00
Fix copy of loop variable in SPIRV by using reference
-
bf4d68fb
by baldurk
at 2020-10-13T21:31:16+01:00
Account for D3D11 UAV start slot when displaying bindings
-
8af614fa
by baldurk
at 2020-10-13T21:31:16+01:00
Protect against invalid queries in GL/Vulkan
-
03ae60e4
by baldurk
at 2020-10-13T21:31:16+01:00
Fix GL_Multithread_Rendering test on linux
-
72deab20
by baldurk
at 2020-10-13T21:31:16+01:00
Don't modify renderstate inside InitPostVSBuffers
-
78762cbd
by baldurk
at 2020-10-13T21:31:16+01:00
Pre-populated dynamic state at the start of partial command buffers
-
4f06deda
by baldurk
at 2020-10-13T21:31:16+01:00
Add query for whether extended instruction set exists
-
a58bafc1
by baldurk
at 2020-10-13T21:31:16+01:00
Remove unused legacy code
-
17a13654
by baldurk
at 2020-10-13T21:31:16+01:00
Add better type hinting for extended dynamic state functions
-
5d38292c
by Eugen Brusilovskyy
at 2020-10-15T11:30:01+01:00
FIX: wrong array layer index passed to cube image array in debugger
-
aba72e1e
by baldurk
at 2020-10-15T11:59:28+01:00
Print symbol resolution progress in GL_Callstacks test to avoid timeout
-
cb2d1971
by baldurk
at 2020-10-15T11:59:28+01:00
Allow debugging when SPV_KHR_non_semantic_info is used in shader
-
da5ce0e7
by baldurk
at 2020-10-15T11:59:28+01:00
Escape and truncate any multiline strings in SPIR-V disassembly
-
f6c2d64b
by baldurk
at 2020-10-15T11:59:28+01:00
Fix pointer alias change detection in SPIR-V debugging
-
0049ed2e
by baldurk
at 2020-10-15T12:11:03+01:00
Compile fix for linux
-
e213cfaf
by Kevin McCullough
at 2020-10-15T22:19:44+01:00
Modifying the TextureList to use EventBrowser-style chooser.
-
7fc06ee7
by baldurk
at 2020-10-16T16:13:30+01:00
Fix rendering of selected/highlighted rich resource text
-
c2a21a91
by baldurk
at 2020-10-16T16:13:30+01:00
Don't emit redundant change signals when nothing changed
-
8d647e55
by baldurk
at 2020-10-16T16:13:30+01:00
Avoid recalculating header view sizes when irrelevant roles change
-
42c5ab84
by baldurk
at 2020-10-16T16:13:30+01:00
Show dynamically unused slots as unused (italic text) on vulkan pipeline
-
5ccf25c3
by baldurk
at 2020-10-16T16:13:30+01:00
Fix compilation of QTDebug qrenderdoc target
-
8cc414a8
by baldurk
at 2020-10-16T16:13:30+01:00
Check for errors creating streamout query
-
58fbbc22
by baldurk
at 2020-10-19T10:35:51+01:00
Add missing tests to linux demos build
-
c22ff8fc
by baldurk
at 2020-10-19T16:56:04+01:00
Force sRGB rendering in multithreaded test
-
a95d51e2
by baldurk
at 2020-10-19T17:00:25+01:00
Deliberately 'leak' winsock to avoid deadlock on shutdown. Closes #2079
-
c56e1f0a
by baldurk
at 2020-10-19T17:43:58+01:00
Don't enumerate GPUs in child process helper
-
fc976d2d
by baldurk
at 2020-10-19T17:44:11+01:00
Set depthBounds feature properly so it can be checked for support
-
804f659e
by baldurk
at 2020-10-19T17:44:37+01:00
Only warn if an image is seemingly reported as supported
* Some drivers return VK_SUCCESS even for formats that aren't supported.
-
b2746eed
by baldurk
at 2020-10-20T12:44:24+01:00
Update vulkan headers to 1.2.158
-
4cdc46a5
by baldurk
at 2020-10-20T12:44:24+01:00
Update SPIR-V grammar and generated headers
-
d1bc1c68
by baldurk
at 2020-10-20T12:44:24+01:00
Increase warning level on SPIR-V debugging source files
-
96553556
by baldurk
at 2020-10-20T12:44:25+01:00
Implement support for VK_KHR_copy_commands2
-
0c84eb25
by baldurk
at 2020-10-20T12:44:25+01:00
Implement support for VK_KHR_shader_terminate_invocation
-
d1574f4f
by baldurk
at 2020-10-20T12:54:10+01:00
Implement support for VK_EXT_image_robustness
-
bd36f07b
by baldurk
at 2020-10-20T13:08:47+01:00
Implement support for VK_EXT_shader_atomic_float
-
ebafbdb1
by baldurk
at 2020-10-20T13:21:43+01:00
Implement support for VK_EXT_shader_image_atomic_int64
-
17e80ae9
by baldurk
at 2020-10-20T14:33:46+01:00
Fix forward references in LLVM constants block
-
632e9302
by baldurk
at 2020-10-20T16:12:45+01:00
Cache whether chunks are from an allocator
* If chunks come from an allocator they can't be safely deleted because the
allocator may have been reset and recorded over where these chunks were with
other data. Fortunately we don't need to do anything to delete them, so
storing the allocator status up front is sufficient.
-
88748858
by baldurk
at 2020-10-21T10:06:43+01:00
Don't add graphics binding usage for dispatches or vice-versa in D3D11
-
75c31562
by baldurk
at 2020-10-21T10:24:35+01:00
Add note that python scripting on Android is unreliable and unsupported
* It may work since the python scripting is generally not Android specific, but
Android itself is quite likely going to cause problems that are out of scope.
-
31bf9f45
by baldurk
at 2020-10-21T11:26:27+01:00
Don't mark commands as submitted if we didn't have a queue yet
-
806187f6
by baldurk
at 2020-10-21T14:14:20+01:00
Save and load edited shaders as capture modifications
* When a shader edit is loaded with a capture, it's loaded as "pending" and not
immediately applied.
-
53fc6ba0
by baldurk
at 2020-10-21T14:36:16+01:00
Add test that feature level 9.x programs can be captured on D3D11
-
26f680f6
by baldurk
at 2020-10-21T14:57:42+01:00
Check that sampler updates to immutable sampler descriptors are ignored
-
298e33fc
by baldurk
at 2020-10-21T21:51:41+01:00
Ignore brew update errors in CI builds
-
8e19fa70
by baldurk
at 2020-10-22T14:11:00+01:00
Don't rely on potentially stale cached pipeline state for IsOutput check
-
3a687217
by baldurk
at 2020-10-22T14:11:00+01:00
Allow repeated calls to CopyTex2DMSToArray on GL
* Normally the function creates its output to enforce storage (for texture
views) but repeated calls would break that, so we only create when the output
texture ID is 0.
-
d5033632
by baldurk
at 2020-10-22T14:11:00+01:00
Fix issues with MSAA quad overdraw overlays
-
3f8fb1e1
by baldurk
at 2020-10-22T14:11:01+01:00
Add MSAA case to overlay tests
-
ec73718c
by baldurk
at 2020-10-22T14:48:33+01:00
Test that overlays work on D3D12 with no viewport or scissor bound
-
8bdd9585
by baldurk
at 2020-10-22T15:10:17+01:00
Test D3D discards with NULL region or rects
-
db7b2606
by baldurk
at 2020-10-22T15:38:58+01:00
Fix wrong count being used in GL loop ending active queries
-
8c05c44a
by baldurk
at 2020-10-22T15:39:12+01:00
Don't bind a range for buffers bound without range (offset/size == 0)
-
a83485d1
by baldurk
at 2020-10-22T15:40:15+01:00
Test that counters and mesh output still work even if in use in capture
-
5cd83365
by baldurk
at 2020-10-22T15:48:30+01:00
Add basic texture sampling tests to D3D11 shader debug tests
-
cf8e8a15
by baldurk
at 2020-10-22T16:02:59+01:00
Test dimension fetching in D3D12 shader debugging with NULL desc struct
-
4017dbca
by baldurk
at 2020-10-23T13:57:38+01:00
Add Kevin McCullough to credits docs page
-
9779c563
by baldurk
at 2020-10-23T13:57:38+01:00
Ensure edited shaders mark a capture as modified for saving
-
369120cd
by baldurk
at 2020-10-23T13:57:38+01:00
Link @1234 type text to EIDs in the comments viewer
-
57aca86c
by baldurk
at 2020-10-23T14:19:13+01:00
Remove unused and redundant numChildren union member in SDObjectPODData
-
3d93b7bb
by baldurk
at 2020-10-23T18:01:05+01:00
Add missing override statements
-
8a4183ae
by baldurk
at 2020-10-23T18:16:42+01:00
Add missing <QRegularExpression> header
-
7040032d
by baldurk
at 2020-10-26T10:19:06+00:00
Fix missing surface registers for headless/direct surfaces
-
e8f6156d
by baldurk
at 2020-10-26T10:19:42+00:00
Compile fixes in linux process handling
-
985ce847
by baldurk
at 2020-10-26T10:19:53+00:00
Remove unused SSE vector from compressonator
-
117e1604
by baldurk
at 2020-10-26T10:24:40+00:00
Add an error message and don't add child process for invalid ident
-
394896a3
by baldurk
at 2020-10-26T10:24:47+00:00
Hide list of children completely in structured data
* This makes it easier to enforce object ownership, as well as gives us options
for e.g. generating structure data on demand lazily.
-
39f4e826
by baldurk
at 2020-10-27T14:04:45+00:00
Add test of performance with large descriptor sets
-
c58f3eda
by baldurk
at 2020-10-27T15:15:19+00:00
Support lazy-generating structured data objects for large arrays
* For certain very large arrays it can be nice to defer generation of structured
data until it's needed, since often maybe only a handful of elements may be
needed (or commonly none at all).
-
935cb113
by baldurk
at 2020-10-27T15:15:19+00:00
Add new string type rdcinflexiblestr specifically for structured data
* This is a string type which heavily optimises for immutability and minimal
storage. It only contains one pointer to the string data and always
reallocates on modify. For compile-time literals it doesn't modify or
allocate.
* On x64 we use the top bit in a tagged pointer to store a flag of whether it's
heap or literal, on other platforms it uses a separate field (meaning another
pointer sized value effectively, including padding).
* This is best for structured data which tends to use a lot of immutable strings
for type/name information, and only a few for actual string data (which are
only allocated once and aren't modified after that). Similarly we rarely want
to know only the size of any of these strings, we want the whole string so not
explicitly storing the size is not a big deal.
* Overall this reduces SDObject from 128 bytes to 80 bytes.
-
c468dafe
by baldurk
at 2020-10-27T15:15:19+00:00
Don't stringify ResourceIds in structured data
* Users should stringify the actual value themselves if so desired. This reduces
the number of string allocations in the structured data since ResourceIds are
common.
-
7830f566
by baldurk
at 2020-10-27T15:15:20+00:00
Return string literals for more bitfield values
* If a bitfield is precisely equal to one known value, return a literal for it.
Similarly for 0, for both bitfields and regular enums. This helps reduce the
number of heap allocated strings generated while serialising.
-
6fbd8511
by baldurk
at 2020-10-27T15:15:20+00:00
Store parent pointer in SDObject
-
1ceeb159
by baldurk
at 2020-10-27T15:15:20+00:00
Add lazy-populating item model for SDObjects
* We also add intermediate paging nodes for large arrays to ease expansions
-
05034e7b
by baldurk
at 2020-10-27T15:15:20+00:00
Ignore deprecated declaration warnings in python modules
-
978d240e
by baldurk
at 2020-10-28T09:41:54+00:00
Compile fixes
-
0a56df5a
by baldurk
at 2020-10-28T10:09:57+00:00
Remove deprecated set-env from github actions
-
6b67a6c1
by baldurk
at 2020-10-28T11:56:38+00:00
Fix proxy serialisation of SDObject to set parent pointer correctly
-
40002634
by baldurk
at 2020-10-28T12:08:36+00:00
Fix order of operations error when shutting down remote replay
-
03b7229b
by baldurk
at 2020-10-28T13:34:08+00:00
Support choosing multiview viewport in vertex debugging on vulkan
-
3d46e105
by baldurk
at 2020-10-28T14:14:42+00:00
Compile fix on some compilers
-
769f5d05
by baldurk
at 2020-10-28T14:20:01+00:00
Fix issue where mapped memory updates weren't masked. Closes #2083
* After simplification memory that's only used for tiled resources would have a
single interval with finish() == UINT64_MAX, which failed the iteration check.
-
fc6348cc
by baldurk
at 2020-10-28T14:38:57+00:00
Ensure any lazy arrays are fully populated before serialisation
-
e734cfe0
by baldurk
at 2020-10-28T14:50:17+00:00
Fix lazy generator not storing string database and user data
* We need this to properly serialise on some drivers.
-
d397b7fd
by baldurk
at 2020-10-28T15:08:00+00:00
Fix nit-picky OSX compile error
-
2c248935
by baldurk
at 2020-10-28T15:25:01+00:00
Fix structured serialisation of specially handled structs
* Anything which has an explicit "If writing, set up element" rather than merely
serialising directly.
* Also e.g. for ResourceIds, when structurising grabbing the ID of an object
will get the live ID, so we need to get the original ID.
-
f9deead6
by baldurk
at 2020-10-28T19:07:52+00:00
Add open-source nvapi release headers
-
351e61b8
by baldurk
at 2020-10-28T19:07:52+00:00
Move existing minimal nvapi/nvencode hooks to NV project
-
584746e4
by baldurk
at 2020-10-29T10:16:14+00:00
Support capturing & replaying shader extensions with nvapi in DX11&12
-
05b59b8e
by baldurk
at 2020-10-29T10:16:14+00:00
Post-process DXBC to remove vendor extension UAV and format instructions
-
f79ced7a
by baldurk
at 2020-10-29T10:16:14+00:00
Add support for debugging uint64 vendor atomics
* This still is subject to the general limitation that RenderDoc only simulates
one thread or at most one pixel quad.
-
eb967af9
by baldurk
at 2020-10-29T10:34:24+00:00
Add missing added parameter to tests calling DebugVertex
-
19489feb
by baldurk
at 2020-10-29T11:27:31+00:00
Update microsoft/setup-msbuild action to latest
-
bb2a8a43
by baldurk
at 2020-10-29T12:03:27+00:00
Ensure we reset any android capture settings on close
* If no capture is loaded after launching a program, the capture settings can
still be present and cause problems with future launches of applications
depending on the Android version.
-
810e57e6
by baldurk
at 2020-10-29T12:49:08+00:00
Fix error serialising contents of UAV descriptors
-
34658094
by baldurk
at 2020-10-29T12:51:29+00:00
Add test that different list/queue types are handled in D3D12
-
ffd88278
by baldurk
at 2020-10-29T15:08:50+00:00
Add test that tries to stress reallocation/pool allocation of commands
-
b9a6212c
by baldurk
at 2020-10-29T15:08:50+00:00
When running tests if --pyrenderdoc is omitted, try default location
-
7dec9933
by baldurk
at 2020-10-29T15:45:04+00:00
Test that creating and destroying contexts doens't have side effects
-
ed0138a2
by baldurk
at 2020-10-29T16:12:33+00:00
Test that debugging sampling from vert shaders in D3D12 works correctly
* We also test that pixel shaders can be debugged even if they have
DENY_ROOT_SIGNATURE_ACCESS enabled.
-
55b84f4e
by baldurk
at 2020-10-29T16:27:31+00:00
Test that creating root signatures identical to internal sigs works OK
-
d5107ec3
by baldurk
at 2020-10-30T16:27:57+00:00
Report tiled resources as unsupported on D3D11
-
4dae8721
by baldurk
at 2020-10-30T16:28:03+00:00
Add extra error in case of failed file I/O
-
caa8bb5b
by baldurk
at 2020-10-30T16:28:03+00:00
Fix incremental build dependencies in python modules
-
b8f647c1
by baldurk
at 2020-10-30T16:28:03+00:00
Default to float over unorm for FP16 typeless formats
* Given no other information FP16 is much more common than UNORM16. We don't
know which type to use but float is a better choice.
-
695ffaaf
by baldurk
at 2020-10-30T16:28:03+00:00
When viewing a texture from pipeline state, default to view typecast
-
7c6dae32
by baldurk
at 2020-10-30T16:28:03+00:00
Add logging when deleting contexts/share groups
-
85488929
by baldurk
at 2020-10-30T16:49:57+00:00
Add support for new D3D interfaces
* Nothing interesting/useful is supported here, we just add new interfaces that
we recognise even though the user can't use them since we don't report support
for the new features.
* This also makes it easier to track future changes when we're not behind..
-
41c57c0b
by baldurk
at 2020-10-30T16:49:57+00:00
Tidy up logging of unknown interface queries
-
5006a787
by baldurk
at 2020-11-02T21:11:50+00:00
Account for inverse viewport height when picking vertices
-
9a0e1c55
by baldurk
at 2020-11-03T18:24:15+00:00
Treat internal D3D12 descriptors as volatile, not static
-
0eea63c2
by baldurk
at 2020-11-03T18:32:55+00:00
Always show UnpackedSignature for root signatures
* We want to display this even if the root signature was de-duplicated to
another handle.
-
d80300b3
by baldurk
at 2020-11-03T18:55:49+00:00
Don't use IDs to identify redundant root signature binds
* If we compare the underlying pointer we know for sure if it's the same or
different.
-
24ec36b4
by baldurk
at 2020-11-03T23:32:21+00:00
Batch moves of indirect drawcall nodes
-
c7e1ea08
by baldurk
at 2020-11-04T15:15:17+00:00
Add support for capture/replay of AGS shader extensions
-
47680e38
by baldurk
at 2020-11-04T15:16:07+00:00
All nvapi opcodes are treated as supported
* Some can't be debugged, but we can capture/replay/disassemble all opcodes so
don't block them.
-
791a3a6f
by baldurk
at 2020-11-04T15:16:16+00:00
Print used nvapi version
-
6352786d
by baldurk
at 2020-11-04T17:24:23+00:00
Fix post-processing of AMD shader ops
-
8be0da2c
by baldurk
at 2020-11-04T17:48:49+00:00
Add a test of AMD shader operations
-
e69eacf9
by trietch
at 2020-11-05T17:11:10+00:00
Add Fedora dependencies
-
2bfccb13
by baldurk
at 2020-11-05T21:29:16+00:00
Properly apply vertexOffset for builtin in indexed draws
-
ab28d102
by baldurk
at 2020-11-09T12:25:20+00:00
Fix bug allowing users to close unclosable texture viewer panels
-
d9121a7f
by baldurk
at 2020-11-09T12:25:21+00:00
Add half.hpp 2.1.0 from http://half.sourceforge.net/
-
b21f9da8
by baldurk
at 2020-11-09T12:25:21+00:00
Add helpers for dispatching in bit-width-agnostic ways
-
80a7ffc3
by baldurk
at 2020-11-09T12:25:21+00:00
Update GLSL.450 extended instructions to support all bit-widths
-
7bdede5d
by baldurk
at 2020-11-09T12:25:21+00:00
Update CalculateSampleGather/CalculateMathOp to support all bit-sizes
* Texture sampling we still do at only 32-bit precision (for inputs and
outputs). Math operations are done at the correct bit-width.
-
3c65545c
by baldurk
at 2020-11-09T12:25:21+00:00
Add helpers for accessing 'special' properties in pointer/image vars
-
9309b09a
by baldurk
at 2020-11-09T12:25:21+00:00
Convert main SPIR-V dispatch loop to handle any bit width
-
24764c57
by baldurk
at 2020-11-09T12:25:21+00:00
Continue type walking from the correct point in type hierarchy
-
7f8e5555
by baldurk
at 2020-11-09T12:25:21+00:00
Update remaining I/O handling to support non-32-bit types
* This includes the shader input interface, and storage/cbuffer access.
-
58625ad3
by baldurk
at 2020-11-09T12:25:21+00:00
Allow debugging SPIR-V shaders that use non-32bit type capabilities/exts
-
063131d2
by baldurk
at 2020-11-09T16:02:48+00:00
Enable and expand float64 tests in VK_Shader_Debug_Zoo
-
44b1ab7e
by baldurk
at 2020-11-09T16:02:48+00:00
Fix patching of indirect draws not storing indexed baseVertex correctly
-
d9eab23b
by baldurk
at 2020-11-09T16:02:48+00:00
Fix clipping when rendering RichResourceText documents
-
e3e3d274
by baldurk
at 2020-11-09T16:29:29+00:00
Ignore root signature RST0 chunk in DXBC container
-
d5a51dd1
by baldurk
at 2020-11-09T16:29:39+00:00
Ignore uselist block in DXIL container
-
944070fd
by baldurk
at 2020-11-09T17:59:53+00:00
Fix warnings with clang build of half library
* Comma operator problems when doing math functions that return two parameters
(e.g quotient).
* Passing bool tag type through varargs - the varargs aren't actually used and
there's an overload for true_type, so we can instead accept false_type.
* gcc seems to declare numeric_limits as a struct, so friend'ing it as a class
throws a warning. Since we only care about C++11 we can omit the tag from the
friend declaration.
-
8ca89b9c
by baldurk
at 2020-11-10T10:06:12+00:00
Further compile fixes for half library
-
561a15e1
by baldurk
at 2020-11-10T11:26:24+00:00
Add some missing GL enums
-
daaff290
by baldurk
at 2020-11-10T11:31:53+00:00
Fix crashes with overlays on rasterizer discard enabled pipelines
* None of the overlays do anything when rasterizer discard is enabled, so just
skip most work.
-
5f6f00d1
by baldurk
at 2020-11-10T12:40:52+00:00
Fix vulkan vertex shader debugging populating inputs
-
b402dfee
by baldurk
at 2020-11-10T13:02:08+00:00
Don't set program I/O bindings on GL unless it has a vertex/pixel shader
* For separable programs we'll query out I/O bindings for e.g. only the geometry
pipeline, but we shouldn't try to set those outputs with
glBindFragDataLocation. Normally we'd expect these bindings to be queried as
-1 at capture time, but just be sure.
-
c0876f25
by baldurk
at 2020-11-10T13:02:28+00:00
Fix multisampled array framebuffer attachments in initial states
-
bd5b79bd
by baldurk
at 2020-11-10T13:18:31+00:00
Tweak Repeat_Load to do two reload tests before grabbing baseline
-
804fddcd
by baldurk
at 2020-11-10T13:57:27+00:00
Allow python extensions to be loaded from app folder as well as user
* This will let us distribute extensions with the renderdoc builds.
-
38886ab5
by baldurk
at 2020-11-10T14:36:09+00:00
Fix memory leak if only baked commands are freed on vulkan
-
dc957b4c
by baldurk
at 2020-11-12T10:58:32+00:00
Fix typo and clarify AlphaMapping use. Closes #2090
-
1375a176
by baldurk
at 2020-11-12T10:58:43+00:00
Add missing plugin file to installer manifest
-
63209239
by baldurk
at 2020-11-12T17:04:43+00:00
When VB stride is 0 read enough data for any single attribute
-
9fa89e39
by baldurk
at 2020-11-13T14:23:19+00:00
Disable mesa device select layer. Closes #2093
-
705eb10c
by baldurk
at 2020-11-16T10:35:56+00:00
Set correct type when interpreting R10G10B10A2_UNORM vertex inputs
-
0d4194af
by baldurk
at 2020-11-16T12:20:15+00:00
Cache id so we don't reference iterator after deletion
-
e0147928
by baldurk
at 2020-11-16T18:24:31+00:00
For 3D texture views the depth is the original texture's depth
* The number of layers is only the depth for array textures.
-
a4573899
by baldurk
at 2020-11-16T18:33:35+00:00
Thumbnails with automatic scale shouldn't always be linear sampled on GL
-
91d8c30c
by baldurk
at 2020-11-18T13:11:58+00:00
Fix python object conversion for NULL QWidgets
-
ab2f4e40
by baldurk
at 2020-11-18T15:41:20+00:00
Fix exception handling in wrapped python callbacks
-
0aefcced
by baldurk
at 2020-11-18T18:21:20+00:00
Add a small interface into Qt widgets to our own python wrapping
* This by no means replaces PySide2, but it allows python extensions to write
simple UIs without needing to rely on PySide2, which might not be available
(generally all windows builds have it as well as recent binary linux builds,
but local windows builds may not and most linux builds probably won't).
-
916c431d
by baldurk
at 2020-11-18T19:05:03+00:00
Compile fixes
-
ef0b3fe8
by baldurk
at 2020-11-18T19:14:35+00:00
Add virtual destructor
-
d0bf0f6e
by baldurk
at 2020-11-19T14:47:10+00:00
Add Superluminal PerformanceAPI annotation support
-
1dc1b4d1
by baldurk
at 2020-11-19T14:47:11+00:00
Add some profile markers in common hotspots
-
3f5a9114
by baldurk
at 2020-11-19T14:47:11+00:00
Refactor CustomPaintWidget to handle widget recreation internally
* This allows us to expose to to python as a easy-to-use "replay output ready"
widget.
-
ee0267d7
by baldurk
at 2020-11-19T14:47:11+00:00
Fix missing sRGB conversion of clear background color
-
23e66418
by baldurk
at 2020-11-19T16:51:20+00:00
Compile fixes on linux
-
bd9d88b3
by baldurk
at 2020-11-19T17:34:11+00:00
Add missing includes
-
f0d00b5a
by baldurk
at 2020-11-20T13:10:38+00:00
Don't allow command pool/allocator reset until capture is finished
* Even after transitioning to background capturing we can't allow reset or else
we could record over chunks that we have yet to write to disk.
-
58e16414
by baldurk
at 2020-11-20T17:02:33+00:00
Add a number of control functions to the Qt python interface
-
88300000
by baldurk
at 2020-11-20T17:02:33+00:00
Ensure ResourceId declares all operators
* This improves things in the MSVS debugger which otherwise sometimes complains
of no suitable copy constructor for ResourceId
-
efac5ad7
by baldurk
at 2020-11-20T17:02:33+00:00
Disable runtime and security checks in development builds
* This provides a decent speed boost and these have never caught any issues
before. Asan/gflags/valgrind etc do a better job of this when needed.
-
8d4b45cd
by baldurk
at 2020-11-20T18:15:00+00:00
Fix paramref documentation reference
-
7a6b044f
by baldurk
at 2020-11-23T15:19:24+00:00
Use comparison state not shadow sampler type for pipeline state
-
c9f1c9ea
by baldurk
at 2020-11-24T16:12:20+00:00
Update to AGS 6.0.1
-
0e946991
by baldurk
at 2020-11-24T16:29:18+00:00
Don't add fragment execution mode for compute-shader math pipeline
-
a34d7b19
by baldurk
at 2020-11-24T16:29:36+00:00
Don't bind Qt signals multiple times for custom paint widgets
-
d3013af9
by baldurk
at 2020-11-24T16:43:46+00:00
Fix annotations on output storage buffer for math operations
-
abf7e3bd
by baldurk
at 2020-11-24T16:44:08+00:00
Only declare half type if shaderFloat16 is supported
* Without this, the 16-bit storage only refers to ints (if that feature is
available).
-
883e0232
by baldurk
at 2020-11-24T16:47:35+00:00
Avoid use of EXT_direct_state_access in tests
* Mesa doesn't implement the EXT version, only the KHR version
-
ecafa4f1
by baldurk
at 2020-11-25T14:06:35+00:00
Tweak lock order to avoid a deadlock during capture
* During capture we hold the transition lock for writing, so we need to try to
lock that first (if we're going to) before locking the queue's lock. Otherwise
another thread could come in and get the queue's lock while we're holding the
transition lock, then we deadlock against each other.
-
3f394aa5
by baldurk
at 2020-11-25T16:56:16+00:00
Handle multiple pages in a row being too full
* When resetting pagesets in a granular fashion from the chunk allocator, it's
possible to almost (or completely) exhaust a page but not have it be bumped
out of the free list, then one more new full free pages is pushed. When that
free page is exhausted we'll retire it then assume the next one is usable -
but it is still not valid. We need to loop until we find a page with enough
space.
-
593a903c
by baldurk
at 2020-11-26T10:26:37+00:00
Enable sRGB framebuffer immediately on GL output window
-
b8f7029d
by baldurk
at 2020-11-26T11:39:28+00:00
Refactor chunk-allocator to two level pool and allocator
* This fixes a bug with granular command buffer resetting. On vulkan we assume
each command buffer owns the entirety of the pages it uses, so they can be
reset all together. However there's nothing to stop an application from
allocating from the same pool on the same thread interleaved to two command
buffers. It's unexpected because of the threading rules but perfectly legal.
* In this case we need to ensure that the command buffers have disjoint sets of
pages because they may not be reset together and one may be in used while
another is reset and even re-recorded over. This can't be achieved with a
single allocator, so instead we split the pool (that owns/provides/frees
pages) from the allocator (that grabs whole pages and suballocates for
chunks).
-
16b2ccc6
by baldurk
at 2020-11-27T09:50:35+00:00
Fix preprocessing empty filenames in #line statements
-
c27c7146
by baldurk
at 2020-11-27T11:08:06+00:00
Fix compilation on stable builds
-
6c265622
by baldurk
at 2020-11-27T14:19:33+00:00
Remove duplicate documentation entry for GlobalEnvironment
-
949cff30
by baldurk
at 2020-11-27T14:30:01+00:00
Add some Qt python interfaces not included in docs
-
c5480aa6
by baldurk
at 2020-11-27T15:57:25+00:00
Add some simple protection against binding bad GL texture handles
-
7937f4bf
by Jordan Justen
at 2020-11-29T17:19:35-08:00
Merge tag 'v1.11' into debian/master
v1.11
-
3a88ce47
by Jordan Justen
at 2020-11-29T17:21:21-08:00
d/changelog: Start 1.11+dfsg-1 changelog
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
b20a76c5
by Jordan Justen
at 2020-11-29T17:24:46-08:00
d/patches: Rebase patches for v1.11
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
1b37f78a
by Jordan Justen
at 2020-11-30T01:48:01-08:00
d/control: Update Standards-Version to 4.5.1
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
d512b118
by Jordan Justen
at 2020-11-30T02:27:13-08:00
d/changelog: Release 1.11+dfsg-1 to unstable
Signed-off-by: Jordan Justen <jljusten@debian.org>