-
bc532ebf
by baldurk
at 2021-09-30T17:28:02+01:00
Bump version to 1.17
-
3fb4e230
by baldurk
at 2021-10-04T12:02:09+01:00
Handle single-basic-element buffers in GL/Vulkan properly. Closes #2378
* We still need to handle multiple elements in the root of a struct specially by
commenting out the fixed members, but the final element needs to go through
the normal DeclareStruct() path to handle things like per-column padding in
matrices etc.
-
4a44d764
by baldurk
at 2021-10-04T12:02:37+01:00
Strip VK_KHR_win32_keyed_mutex extension on replay
* This is an external memory extension, effectively, so we remove it as we don't
replay external memory.
-
bfbc9a3e
by baldurk
at 2021-10-04T12:10:56+01:00
Fix order of scrollbar update when texture scale changes. Closes #2377
* We need to update the scrollbar bounds first based on the current zoom level,
then change the scroll position. Otherwise the scroll will be visually correct
but the scrollbars won't match.
-
83da4cb4
by baldurk
at 2021-10-04T13:05:57+01:00
Sanitise : in pipeline state vertex input names
-
3ed35bf2
by baldurk
at 2021-10-04T13:07:24+01:00
Fix assignment of 64-bit vertex input element locations. Closes #2380
-
44cfabb1
by baldurk
at 2021-10-04T15:04:48+01:00
Remove more problematic D3D11 misc resource flags
-
cd1b68aa
by baldurk
at 2021-10-04T15:05:07+01:00
If a shared resource is imported mid-capture, snapshot initial contents
-
4b261bd8
by baldurk
at 2021-10-04T15:40:56+01:00
Fix problems with GL counter fetch around multi-draw draws
-
ff40a98a
by baldurk
at 2021-10-04T17:01:34+01:00
Specify stage for spirv-cross in case it's needed to disambiguate
-
c24dd2e7
by baldurk
at 2021-10-04T17:03:27+01:00
Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as
long as they have different stages.
-
c070dfd8
by baldurk
at 2021-10-04T18:39:33+01:00
Clarify root signature index in D3D12 pipeline view
* Internally we split ranges, but for display we should use the original root
signature index.
-
bae2f44b
by baldurk
at 2021-10-04T19:19:49+01:00
Support bool parameters in vulkan debug printf
-
f80b5ce6
by baldurk
at 2021-10-04T19:22:52+01:00
Fix texel read/write to respect format conversion when debugging shaders
-
dc9fd45f
by thisisjimmyfb
at 2021-10-04T23:27:23+01:00
Make Oculus' on device Vulkan Validation Layer avaiable for load
Without this Renderdoc won't be able to load the on device VVL
-
73f0c768
by Leonid Fedorov
at 2021-10-06T13:05:24+01:00
Add support 2d array/3d textures read back for GLES 2.0/3.0
-
73f78bd8
by baldurk
at 2021-10-06T16:31:43+01:00
Ensure formatting tags aren't exported/put on the clipboard. Refs #2382
* When we're formatting text we want just the plain text version to be used.
-
fb912b48
by baldurk
at 2021-10-06T16:31:43+01:00
Add a recursive search function in SDObject
-
2206f6bd
by baldurk
at 2021-10-06T16:31:43+01:00
Don't add duplicate derived resources
-
b850c2d7
by baldurk
at 2021-10-06T16:31:43+01:00
Fix incorrect use of QByteArray::fromRawData, it doesn't copy input data
-
18647c3d
by baldurk
at 2021-10-06T16:31:43+01:00
Improve important tagging for vkCreateRenderPass2
-
c76c761b
by baldurk
at 2021-10-06T16:31:43+01:00
Fix some crashes exporting HTML pipeline state on vulkan
-
b71b8437
by baldurk
at 2021-10-06T16:31:44+01:00
Implement option to export current vulkan pipeline to fossilize db
-
1464eaeb
by baldurk
at 2021-10-06T16:31:44+01:00
Ensure linux process hooks don't do anything on replay
-
484f25bb
by baldurk
at 2021-10-06T17:14:29+01:00
Linux compile fixes
-
501b67bc
by baldurk
at 2021-10-06T19:17:15+01:00
Further clang warning fixes
-
0151c5ce
by Remi Palandri
at 2021-10-11T12:22:40+01:00
add explicit folder name to d8 commandline
d8 on cmd/powershell doesn't handle asterisks properly for folders, so replacing it by current ABI folder name
-
5a2dd3fd
by Leonid Fedorov
at 2021-10-12T17:52:26+01:00
Add support 3d ASTC compressed textures
-
47d6c862
by Remi Palandri
at 2021-10-12T17:52:50+01:00
support VK_EXT_fragment_density_map2
support VK_EXT_fragment_density_map2
-
97dfda3c
by baldurk
at 2021-10-18T10:20:08+01:00
Fix use of GetCBufferVariableContents in tests
-
c02c8355
by baldurk
at 2021-10-18T11:12:19+01:00
Check queued initial state fetches on implicit thread switches on GL
-
6ba5278f
by baldurk
at 2021-10-18T11:14:12+01:00
Fix pipeline stats queries on D3D11
-
531946c1
by baldurk
at 2021-10-18T11:14:49+01:00
Skip marker regions when fetching D3D11/GL counters
-
6dd63c6a
by baldurk
at 2021-10-18T14:14:36+01:00
Convert counter viewer to item model, sync filter with event browser
-
469221ab
by baldurk
at 2021-10-18T17:11:36+01:00
Add sorting options to resource inspector, including 'recently used'
-
3324b7f8
by baldurk
at 2021-10-18T17:53:08+01:00
Hide hidden/internal parameters in resource inspector
-
ee8c6858
by baldurk
at 2021-10-18T23:03:39+01:00
Tweak docstring on performance counter viewer
-
92e3c21b
by baldurk
at 2021-10-19T17:05:30+01:00
Always set pipeline state on D3D12 on all types of command buffer
* Notably this meant the pipeline state wasn't bound on compute-only command
buffers
-
c753655e
by baldurk
at 2021-10-19T17:53:48+01:00
Optimise lookup of API event from action
-
8245b99b
by baldurk
at 2021-10-19T18:12:19+01:00
Avoid some redundant checks in GetLiveResource
* Historically we always expected a live resource, but with descriptors that can
be stale we can have a lot of queries where it's fine to just get NULL back if
the resource doesn't exist.
-
0b5e8369
by baldurk
at 2021-10-19T18:12:30+01:00
Add some literal returns for D3D12 swizzle enums
-
ec785ba1
by Steve Karolewics
at 2021-10-19T18:14:53+01:00
Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
-
3cec5445
by baldurk
at 2021-10-20T17:22:43+01:00
Patch quad overdraw shaders on D3D12 to follow rules. Closes #2356
* This is a stupid requirement as the quad overdraw shader doesn't use any
interpolators, but the D3D12 runtime complains and refuses to create a PSO
unless the PS has a matching signature. This works as long as the position was
the first output from the previous stage, but if it isn't the PSO fails to
create.
* To fix this, we take the existing shader and patch it by grafting the output
signature from the last stage over onto the input signature, and patching up
where the position is.
-
604b556c
by baldurk
at 2021-10-21T10:54:21+01:00
Check for geometry shader as well as tessellation
-
56f87abc
by baldurk
at 2021-10-21T14:25:44+01:00
Update vulkan & SPIR-V to latest
* Vulkan header 1.2.196
-
ead57d73
by baldurk
at 2021-10-21T17:11:56+01:00
Move document with list of supported vulkan extensions into repository
-
9b877549
by baldurk
at 2021-10-21T17:11:56+01:00
Add support for VK_KHR_format_feature_flags2
-
0e75b926
by baldurk
at 2021-10-21T20:26:55+01:00
Add support for VK_KHR_present_id/wait
-
71c1f6b7
by baldurk
at 2021-10-21T20:26:55+01:00
Add support for VK_KHR_maintenance4
-
0995dd40
by baldurk
at 2021-10-21T20:26:55+01:00
Add suport for integer dot-product and subgroup uniform flow extensions
-
c48764f2
by baldurk
at 2021-10-21T20:26:55+01:00
Add support for VK_EXT_shader_atomic_float2
-
25530e8f
by baldurk
at 2021-10-22T11:28:59+01:00
Add support for VK_EXT_ycbcr_2plane_444_formats
-
36b9980d
by baldurk
at 2021-10-22T11:33:28+01:00
Add support for VK_EXT_rgba10x6_formats
-
5d1dc8f4
by baldurk
at 2021-10-22T12:01:45+01:00
Add support for VK_EXT_global_priority_query
-
7a4e6895
by baldurk
at 2021-10-22T14:48:58+01:00
Support VK_EXT_load_store_op_none & color_write_enable. Closes #2363
* These are added together because VK_EXT_load_store_op_none is easier to test
in a realistic fashion using VK_EXT_color_write_enable
-
d00556db
by baldurk
at 2021-10-22T16:22:42+01:00
Support VK_EXT_dynamic_state2 & VK_EXT_vertex_input_dynamic_state
-
56ba5a68
by baldurk
at 2021-10-22T17:02:19+01:00
Fix unit test failure
-
2cb612f4
by baldurk
at 2021-10-26T12:36:34+01:00
Reduce stack size allocated for SerialiseNext() in debug builds
* MSVC gives each variable in the switch/case its own stack space, which means
this function needs a bunch and if we serialise a long pNext chain (like
device features) we can easily overflow the stack.
* I didn't check release, my suspicion is that this isn't an issue there, but
the workaround is small so it's still useful to do.
-
e26c3005
by baldurk
at 2021-10-26T13:11:50+01:00
Use valid values for default states. Closes #2396
* If we're replaying state set before a pipeline is bound we don't know which
values are dynamic so conservatively we set them all. This means the state can
be anything by default as long as it's legal - if it doesn't come from a
previous dynamic state set its value is irrelevant.
-
39d31e88
by baldurk
at 2021-10-28T11:24:46+01:00
Handle vertex picking in world space for post-projection data
* Previously the vertex picking was always being done in NDC space, but now for
perspective projections we unproject into world space and raycast there for
more reliable results with unsual projections.
-
90cad574
by Mikkel Gjoel
at 2021-11-01T11:49:05+00:00
ApplyCustomShader accepts TextureDisplay instead of extracted data
-
72af2abd
by baldurk
at 2021-11-01T13:53:28+00:00
Handle runtime/unbounded arrays in buffer viewer formatting
-
20b12574
by baldurk
at 2021-11-01T13:53:28+00:00
Make sure that function constant members are fixup'd when patching
* We also add some extra debug asserts after the fixup path to ensure that all
pointers are in the correct array (if we miss passing the old/new function for
a value fixup like this, it could point to the old function and be silently
ignored since that's conditional).
* A unit test harness is added too for convenience of iterating on a single
shader's annotation.
-
33db9be2
by baldurk
at 2021-11-02T11:00:57+00:00
Ignore dstArrayElement as descriptor index for inline UBOs. Closes #2401
* dstArrayElement is already accounted for as a byte offset, but shouldn't be
used to index the descriptor as there's only ever one descriptor.
-
de38cf7b
by baldurk
at 2021-11-02T12:27:42+00:00
Require explicit debug information to support source debugging
* SPIR-V files currently can have source files, but not source debugging
information, which is a distinction that didn't exist otherwise.
-
d4a55927
by baldurk
at 2021-11-02T14:09:50+00:00
Add functionality to reset an edited shader to original. Closes #2334
* We also add the ability to toggle on/off the replacement being active without
needing to intentionally add a compile error (and this also makes it more
explicitly clear when the shader replacement is enabled or not. This could be
useful for quick A/B testing between the edited version and the original.
-
41d39b58
by Mikkel Gjoel
at 2021-11-03T20:26:18+00:00
Pass range-min/max to ApplyCustomShader
Adding rangeminmax to globals, snippet support and updated docs to match
Fixes bug in replay_output.cpp, causing a crash due to missing texhandle
-
5bee6490
by baldurk
at 2021-11-04T15:25:41+00:00
Add workaround to qualcomm bug reading cubemap faces in mips on GLES
-
bb334378
by baldurk
at 2021-11-05T14:15:01+00:00
Add support for VK_KHR_dynamic_rendering
-
a769f3e2
by baldurk
at 2021-11-05T14:15:01+00:00
D3D12 placed resources keep a refcount on their heap
-
f7a1414b
by baldurk
at 2021-11-08T10:15:18+00:00
Restore DONT_CARE enum handling. Closes #2405
-
35f4fad2
by Orson Baines
at 2021-11-08T11:39:28+00:00
Issue 2322: Configure mesh coordinate system
- Add a new combo box and button to camera settings for mesh viewer
- Add a new dialog window for custom axis mappings
- Implement the axis mappings in gl driver (other drivers to come)
-
5ed073f3
by John Kattukudiyil
at 2021-11-08T11:39:28+00:00
address PR feedback
- create AxisMapping struct and fix camera location issue
- add more detail to axis mapping error message
- fix other minor issues
-
a2978dc3
by John Kattukudiyil
at 2021-11-08T11:39:28+00:00
readded custom axis mapping button and updated documentation
-
99bbd9e5
by baldurk
at 2021-11-08T11:47:32+00:00
Don't provide timers for copy-queue command buffers
-
57026670
by baldurk
at 2021-11-08T12:49:07+00:00
Enable qualcomm driver bug workaround for all cubemaps
* It seems like the problem isn't related to mips, but to 64x64 dimension faces
(or smaller). Since it's hard to figure out exactly what the bug is and this
might break in other scenarios maybe with other texture formats, we fall back
to enabling the workaround across all cubemaps. This is unfortunate but the
only way to be reliable.
-
3e8eed17
by Orson Baines
at 2021-11-10T10:43:52+00:00
Add Mesh Viewer axis mapping to vulkan, d3d11, and d3d12 drivers
-
da687206
by baldurk
at 2021-11-10T14:34:08+00:00
Add event usage for attachments being cleared with dynamic rendering
-
e51f24ee
by baldurk
at 2021-11-10T14:34:08+00:00
Disable extended dynamic states that might mess with pixel history
-
15944e2b
by baldurk
at 2021-11-10T14:34:08+00:00
Patch dynamic rendering depth format for pixel history
-
35282102
by baldurk
at 2021-11-11T14:43:17+00:00
Add tests that frame 0 can be captured and contains correct events
-
d0d809f4
by baldurk
at 2021-11-11T15:15:42+00:00
Add a test using ~0U for OpVectorShuffle inputs
-
eb96e800
by baldurk
at 2021-11-11T15:15:50+00:00
Fix validation error in VK_Shader_Debug_Zoo
-
77e11abf
by baldurk
at 2021-11-11T15:20:43+00:00
Test that mapping and unmapping a "persistent" buffer each frame works
-
3da6a89b
by baldurk
at 2021-11-11T15:36:56+00:00
Test reading from NULL vertex buffer at offset 0 with VK_EXT_robustness2
-
4d906c50
by baldurk
at 2021-11-11T15:54:47+00:00
Check that multiple D3D12 devices with different resources doesn't break
-
2e4905a6
by baldurk
at 2021-11-12T11:16:23+00:00
Ensure that texture views have right texture type recorded. Closes #2408
-
ae9ce889
by baldurk
at 2021-11-12T14:11:56+00:00
Remove subsampled bit from vulkan images on replay. Refs #2403
-
a5636c7b
by Jake Turner
at 2021-11-15T10:30:29+00:00
When starting a chunk assert that it starts from 0
Help to catch the mistake of starting a chunk inside an active chunk ie. calling SCOPED_SERIALISE_CHUNK inside an existing SCOPED_SERIALISE_CHUNK
-
32fd5b5f
by baldurk
at 2021-11-15T11:02:05+00:00
Fix SDK detection on VS2022 where the windows SDK has no 64-bit reg key
-
5b4d6dab
by baldurk
at 2021-11-15T11:25:57+00:00
Implement buffer copy via get function for GL queries. Closes #2409
-
9fff431f
by baldurk
at 2021-11-15T12:00:12+00:00
Change recursive chunk assert check
* We don't always start serialising from offset 0, e.g. when streaming or when
writing initial states directly into a capture file.
-
4d2afdee
by baldurk
at 2021-11-15T12:02:24+00:00
Skip past any undefined descriptor binds when overflowing. Closes #2410
-
f96a91a1
by baldurk
at 2021-11-15T13:09:24+00:00
Show how to hardcode a single test in the demos project
-
799f3a80
by baldurk
at 2021-11-15T13:32:10+00:00
Add tests of multi-bind GL functions that take NULL arrays
-
ff1fc1c2
by baldurk
at 2021-11-15T15:07:56+00:00
Test handling of residency refcounting and placed resources on D3D12
-
9e5b8147
by baldurk
at 2021-11-15T15:49:28+00:00
Clear shader message count cache when resetting event browser
-
37fd5931
by baldurk
at 2021-11-15T16:14:00+00:00
Add a test of vulkan shader debug printf
-
4647492b
by baldurk
at 2021-11-16T11:34:31+00:00
Remove message about binding 0 GPUVA for root parameters
* It's supposed to be legal technically, but it's illegal to dereference so
dropping these binds is also fine. Since this has caused driver crashes before
that seems safer.
-
64a7bcc2
by baldurk
at 2021-11-16T11:34:52+00:00
Remove VK_KHR_present_wait extension on replay
-
751c80af
by baldurk
at 2021-11-16T15:01:42+00:00
Don't use spec constant ID as offset for storage. Closes #2413
* This requires a linear search to get the offset for a constant by ID, but
hopefully no-one will have so many constants that this becomes an issue.
-
9f97419e
by baldurk
at 2021-11-16T15:41:13+00:00
Fix problem with patching framebuffers in vulkan pixel history
-
c6a915f4
by baldurk
at 2021-11-16T16:18:30+00:00
Only use VkPipelineRasterizationStateStreamCreateInfoEXT if stream set
-
5312c865
by baldurk
at 2021-11-16T16:27:17+00:00
Remove unused execution modes when removing entry points
-
0f4433f6
by baldurk
at 2021-11-16T16:27:36+00:00
Add a test of multiple entry points in a SPIR-V module
-
b8f19b38
by baldurk
at 2021-11-16T17:09:29+00:00
Fix serialiser assert firing when writing structured chunk data
-
3e8ecc60
by baldurk
at 2021-11-16T17:09:37+00:00
Fix unit test expectations for specialisation constants
-
f0684942
by Mikko Rasa
at 2021-11-16T17:10:00+00:00
Fix signedness mismatches
-
888676ec
by baldurk
at 2021-11-17T13:07:12+00:00
Fix crash reading D3D12 pipeline state from vulkan for compute selector
-
966ab0a7
by baldurk
at 2021-11-17T15:52:52+00:00
Add command line option to qrenderdoc to run a script with the UI open
-
0ba16d18
by baldurk
at 2021-11-19T11:18:51+00:00
Handle B8G8R8A8_UNORM case in DDS load
-
8f51857c
by baldurk
at 2021-11-19T11:22:53+00:00
Test D3D12 placed resources keeping a reference on their heap
-
24980433
by baldurk
at 2021-11-19T11:56:36+00:00
Add test of standard counters
-
bd2659a6
by baldurk
at 2021-11-19T12:11:41+00:00
Increase number of captures on GL_Leak_Check test to match other APIs
-
861f55b4
by baldurk
at 2021-11-19T12:26:06+00:00
Test picking empty draws in mesh view
-
fb7f3c2e
by baldurk
at 2021-11-19T14:51:56+00:00
Keep any preserved builtins in entry point interface. Closes #2417
* When running SPIR-V < 1.4 we only put Input variables in the entry point
interface, which is usually just our thread ID. However we keep subgroup
builtins as-is and they are also Inputs and need to be kept in the interface.
-
c413e578
by baldurk
at 2021-11-19T14:55:15+00:00
Add some unit test coverage of basic types
-
3aa37498
by baldurk
at 2021-11-19T15:43:41+00:00
Add missing comparison operator for rdcarray
-
0f403fc2
by zephyrxiao
at 2021-11-22T12:41:18+00:00
Fix EXT_map_buffer_range alias
glMapBufferRangeEXT and glFlushMappedBufferRangeEXT are aliases of glMapBufferRange and glFlushMappedBufferRange repectively.
-
8d9a618b
by baldurk
at 2021-11-22T13:15:41+00:00
Fix possible compile error in VK_Load_Store_None test
-
e3e50fd9
by Jake Turner
at 2021-11-23T10:32:45+00:00
By default disable ENABLE_PYRENDERDOC for Apple
Rather than a platform exception when building python modules
cmake variable UNIX is true when building for Apple platform
-
c8c3cc35
by baldurk
at 2021-11-24T13:02:56+00:00
Fix crash in rdcarray comparison
-
62babcb4
by baldurk
at 2021-11-24T14:08:52+00:00
Fix python example for API change
-
eb18acf2
by baldurk
at 2021-11-24T14:11:42+00:00
Fix a crash opening performance counter viewer with capture open
-
33751470
by baldurk
at 2021-11-25T12:16:45+00:00
Fix random new CI failure by setting CMAKE_CXX_STANDARD_REQUIRED
-
22d4dc45
by baldurk
at 2021-11-26T10:59:22+00:00
Don't create temporary device if D3D12 is not supported
-
d6ef7d51
by baldurk
at 2021-11-26T17:39:16+00:00
Bump version to 1.18
-
2d3de961
by Jordan Justen
at 2021-12-01T06:37:47-08:00
Merge tag 'v1.17' into debian/master
v1.17
-
7d448442
by Jordan Justen
at 2021-12-01T06:38:36-08:00
d/changelog: Start 1.17+dfsg-1 changelog
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
3b0f2e88
by Jordan Justen
at 2021-12-01T06:40:08-08:00
d/patches: Rebase patches for renderdoc v1.17
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
f8476b53
by baldurk
at 2021-12-02T12:12:55+00:00
Fix generated RP barriers to specify no queue transfer explicitly
* For concurrent images this is required, and for shared images it's still
valid.
-
ac457f0d
by baldurk
at 2022-01-10T10:53:27+00:00
Only process program pipeline being bound if it's non-zero
* Unbinding the pipeline by setting 0 should still be serialised, but there's
nothing to reference or query for.
-
ea708dd8
by baldurk
at 2022-01-10T11:49:13+00:00
Don't apply depth load and store ops to stencil aspect. Closes #2437
-
d0563eba
by baldurk
at 2022-01-10T12:51:37+00:00
Fix array overrun in test
-
87bd7a41
by baldurk
at 2022-01-10T12:53:37+00:00
Demote error to warning when spec constants are unbound
* This is perfectly legal, the spec constant data provided in the pipeline is
just ignored. It's only a problem if this indicates some RenderDoc bug
matching up the constant IDs.
-
f1e81f69
by baldurk
at 2022-01-10T12:54:25+00:00
Fix handling of S8 textures on vulkan. Closes #2428
-
657257db
by baldurk
at 2022-01-10T12:58:50+00:00
Remove fail-on-compile flag for vulkan PSOs on replay
-
27d26834
by baldurk
at 2022-01-10T13:45:13+00:00
Struct array stride is only 16-aligned for cbuffers in D3D. Closes #2441
-
cc2d49ad
by baldurk
at 2022-01-10T14:05:51+00:00
Fix handling of unused attachments in dynamic rendering. Closes #2432
-
b87c22b0
by baldurk
at 2022-01-10T14:51:24+00:00
Track command buffer and root debug msgs separately. Closes #2435
* This also prevents messages from being populated after initial load to avoid a
never-ending increase of messages.
-
1c3f30d9
by baldurk
at 2022-01-10T16:57:43+00:00
Resave all UI files with Qt Creator 5.15
* This gets rid of anything that might be changed with the latest version when
updating these files
-
a16e1e79
by baldurk
at 2022-01-10T17:30:57+00:00
Add a python script to sort .ui files so grid layouts are in order
* This will help in future to keep diffs more readable
-
a0d40073
by baldurk
at 2022-01-10T17:53:18+00:00
Allow customising the font family. Closes #2443
-
755d1418
by baldurk
at 2022-01-10T17:53:39+00:00
Don't leak allocated memory when exporting GL structured data
-
6a7ca288
by baldurk
at 2022-01-10T18:48:19+00:00
Fix compile error
-
b89e0712
by baldurk
at 2022-01-10T18:49:57+00:00
Fix missing case handling S8 in vulkan formats
-
49876a10
by baldurk
at 2022-01-10T19:57:31+00:00
Fix incorrect calculation of alignment for pessimistic external memory
-
3587f8e4
by baldurk
at 2022-01-12T11:24:22+00:00
When closing multiple capture connections apply 'No to All' answer wider
* This means if you're closing multiple connections and click 'no to all' when
prompting save of instead of discarding just the captures in that connection
then going on to prompt for the next, it discards all remaining captures.
-
089126c3
by baldurk
at 2022-01-12T11:24:22+00:00
Add a new in-app API function ShowReplayUI to raise the UI window
* This is not guaranteed to work, e.g. on windows where for good reason
background windows can't necessarily raise themselves.
-
83f4b0bf
by baldurk
at 2022-01-12T11:24:22+00:00
Don't treat OOM in post-vs code as fatal, since we handle it gracefully
-
0620a8f1
by baldurk
at 2022-01-12T11:24:22+00:00
Allow customising the fixed/monospace font as well. Refs #2443
-
cb066ee9
by baldurk
at 2022-01-12T11:24:22+00:00
Don't add SSBO variable to interface if it's not used
-
4d26628a
by baldurk
at 2022-01-12T11:24:22+00:00
Don't store cap-referenced desc sets as objects directly
* When we see a descriptor copy during a frame capture we force the source
descriptor set to be included since it may never be bound to a command buffer,
but it may also be deleted so instead we AddRef the record to keep it alive
and store the id & record directly.
-
daf498f7
by baldurk
at 2022-01-12T11:24:22+00:00
When forcing buffers to be referenced for BDA purposes, use read ref
* Buffers are always treated as 'read' even if they're written because only
sparse buffers have initial states and become dirty. The memory behind the
buffer is instead the thing that is treated as written.
-
ef5de411
by baldurk
at 2022-01-12T13:17:02+00:00
Never replay semaphore work on vulkan queue submissions
-
ed3a0266
by baldurk
at 2022-01-12T13:47:19+00:00
We still need to patch store ops away from DONT_CARE on fastest replay
* Fastest replay optimisations mean applying all optimisations but we can't
break the ability to debug - without patching this, using DONT_CARE on store
might mean we can't inspect renderpass contents from part-way through. Even
partially replayed they can be discarded by the driver if the store op is
still DONT_CARE
-
62456395
by baldurk
at 2022-01-12T13:54:13+00:00
Respect the returned shader model support from D3D12 driver
* If the application supports >= SM6.6 then we would previously unconditionally
just clamp to SM6.6. However we also need to let the driver clamp in case it
only supports SM6.5 or older
-
cb892630
by baldurk
at 2022-01-12T13:59:27+00:00
Fix vkBindBufferMemory2 querying for BDA details before memory bind
-
c6ee124e
by baldurk
at 2022-01-12T14:52:49+00:00
Add support for VK_EXT_4444_formats
-
4a339a43
by baldurk
at 2022-01-12T15:08:36+00:00
Add support for VK_EXT_texture_compression_astc_hdr
-
8435a1ab
by baldurk
at 2022-01-12T15:08:47+00:00
Allow debugging SPIR-V 1.6 modules
-
cc9fab36
by baldurk
at 2022-01-13T14:14:07+00:00
Handle a NULL device passed into IDXGIOutput::FindClosestMatchingMode
-
348fb914
by baldurk
at 2022-01-13T14:30:59+00:00
Protect against write-after-write hazards when applying initial states
-
62bbbbdc
by Remi Palandri
at 2022-01-21T10:23:52+00:00
remove modified resources from m_LiveIDs
when a resource is replaced, its liveID needs to be replaced as well instead of cached in m_LiveID.
-
e0b4a277
by baldurk
at 2022-01-21T10:34:40+00:00
Don't use existance of renderpass to determine graphics vs compute pipe
* When using dynamic rendering there is no renderpass object even for graphics
pipelines
-
53b09724
by baldurk
at 2022-01-21T10:34:40+00:00
Fix issues trying to patch simple/tiny DXIL shaders
-
35c6ba83
by baldurk
at 2022-01-21T10:35:12+00:00
Ignore device layers on vulkan for better compatibility
* Device layers are deprecated and should not be enabled, if the application
does so then we may think different extensions are available. Instead just
explicitly use the list of layers from the instance.
-
3f71e173
by Remi Palandri
at 2022-01-21T23:57:58+00:00
add nonsemantic to list of replay exts
-
b63033c5
by Remi Palandri
at 2022-01-25T09:07:08+00:00
add serialization for shader messages in VKPipe
-
e0ed64d6
by baldurk
at 2022-01-25T13:10:37+00:00
Update to SPIR-V 1.6
-
3996d037
by baldurk
at 2022-01-25T13:10:37+00:00
Add support for Vulkan 1.3 and Roadmap 2022 profile
-
b59f848f
by Jordan Justen
at 2022-02-07T23:28:03-08:00
Merge tag 'v1.18' into debian/master
v1.18
-
3d987209
by Jordan Justen
at 2022-02-07T23:39:03-08:00
d/changelog: Start 1.18+dfsg-1 changelog
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
5d2216ee
by Jordan Justen
at 2022-02-07T23:42:05-08:00
d/patches: Rebase patches for renderdoc v1.18
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
c70adb0a
by Jordan Justen
at 2022-02-07T23:42:59-08:00
d/patches: Cherry-pick upstream 387d12db4 for compat with newer glslang
Since debian uses the debian glslang, we encountered an issue with
newer versions of glslang compared to what renderdoc supports. (Debian
currently packages 11.7.1, whereas renderdoc uses glslang 8.13.3743
from April 27, 2020.)
After debugging I found glslang 11.2.0 introduced a very visible bug
for OpenGL programs when renderdoc. This upstream renderdoc commit
fixed the issue:
387d12db4 ("glsl_shaders: Update setEnvInput() call for non-SPIR-V GL shaders")
Signed-off-by: Jordan Justen <jljusten@debian.org>
-
40897c9c
by Jordan Justen
at 2022-02-14T12:03:38-08:00
d/changelog: Release 1.18+dfsg-1 to unstable
Signed-off-by: Jordan Justen <jljusten@debian.org>