* Mon Dec 19 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.24
* This is a hotfix release, containing a fix for a common D3D12
crash that could happen when analysing a capture using bindless
resource access.
* Mon Dec 05 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.23
- UI: When trying to connect to a remote host using an incompatible
version, display the version it is running. This is only
supported as of v1.23 and newer, older versions will all report
as 'older than v1.23'.
- UI: The buffer formatted allows stdint types like uint8_t or
int32_t.
- All: Add an in-application API function to set a title for an
ongoing capture.
- Linux: Use $HOME as a backup if getpwuid fails.
- Vulkan/D3D12: Add a number of optimisations to D3D12 and Vulkan
both during capture and on replay, to improve performance. This
would affect programs using bindless and large number of
resources most.
- Vulkan/D3D12: When doing feedback on bindless resources, if a
pixel shader is never invoked due to being offscreen/clipped,
treat that as valid and display no resources as used instead of
falling back to showing all resources.
- Vulkan: Give a default name to un-named children in constant
buffer structs.
- Vulkan: Add support for extensions:
* VK_EXT_mutable_descriptor_type
* VK_AMD_memory_overallocation_behavior
* VK_EXT_pageable_device_local_memory
- D3D12: Relax the requirement for D3D12Core.dll to be signed by
microsoft on trusted captures. This works around an issue where
UE5.1 re-signed D3D12Core.dll as coming from epic, causing it to
be rejected. The signature check will still be applied on files
marked as untrusted e.g. downloaded from the internet.
- OpenGL: Allow use of OVR extensions on desktop GL.
- OpenGL: In the case that two different incompatibly-typed shader
variables are both bound to the same texture slot, display this
as an error in the pipeline state view.
* Mon Oct 10 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.22
* UI: Improved the highlighting of changed variables when
stepping/running in the shader debugger.
* OpenGL: When capture is unsupported on a running program,
display the reason why in the connection window as well as in
the overlay text.
* OpenGL: Show bicubic filtering functions in pipeline state
viewer.
* OpenGL: Replay multisampled backbuffers on OpenGL ES.
* D3D: Display magic quality values better in texture viewer
status bar.
* D3D12: Improve performance for adding patterns into discarded
resources.
* Vulkan: On fastest replay optimisation level don't override
renderpass load ops.
* Vulkan: Optimise contiguous bindings of sparse pages in buffers
before passing to the driver.
* Vulkan: Add support for extensions:
- VK_EXT_attachment_feedback_loop_layout
- VK_EXT_primitive_topology_list_restart
- VK_EXT_primitives_generated_query
- VK_EXT_depth_clip_control
- VK_EXT_multisampled_render_to_single_sampled
* Wed Aug 24 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.21
* UI: Highlight the current event in the texture viewer context
menu that shows resource usage.
* UI: Improve handling of source-level shader debugging
breakpoints.
* All: Show status in mesh viewer when geometry data is not
available, e.g. when using multiview and geometry/tessellation
on vulkan.
* All: Tweaked the in-program overlay to be more readable and
better organised, especially around multiple windows.
* All: Handle applications that don't create any
graphics-compatible queues on Vulkan or D3D12 to still be able to
capture and replay correctly.
* Vulkan: Improve the clarity of error messages for incompatible
captures, showing the reason for the incompatibility and what
device was captured on and replayed on.
* Vulkan: Implemented tracking of printf statements from geometry
shaders.
* Vulkan: Allow buffer format re-interpreting of push constants.
* OpenGL: Display the 'intuitive' state of face culling winding,
rather than strictly following enums (e.g. when clip origin is
non-default, GL_CCW frontface means that clockwise wound
polygons are front-facing).
* Tue Aug 16 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Added patch file 0001-Fix-install-rpaths.patch
* Mon Aug 15 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Remove install rpaths from binaries. Factory no longer allows them.
* Tue May 31 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.20
* Views of buffers, either storage/raw buffers or constant buffers,
have been refactored and improved.
* Most complex error messages (particularly those that reference some
error replaying or problem with the API like a fatal error) now
contain better explanations of what problem has happened.
* UI: Tweak behaviour around closing all captures on shutdown to be
more consistent.
* D3D12: Support the encoded color in obfuscated PIX-style markers.
* ARM: Update hardware counter library.
* Vulkan: Add support for some extensions:
- VK_KHR_pipeline_library
- VK_EXT_graphics_pipeline_library
- VK_QCOM_render_pass_store_ops
- VK_GOOGLE_surfaceless_query
* Sat Apr 16 2022 Mark Nefedov <mark_nefedov@runbox.com>
- Update to version 1.19
* Custom visualisation shaders have been refactored to be more
portable and re-usable between APIs.
* The location breadcrumbs in the event browser now has an
edit button to edit the 'path' as a text string.
* Thu Jan 27 2022 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.18
* Full support for Vulkan 1.3 as well as the Roadmap 2022 profile
including the new VK_KHR_global_priority promoted extension.
* The primary font used in the UI can now be customised, as well
as the secondary monospaced font.
* Tue Nov 30 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.17
* Support for the new Vulkan extension VK_KHR_dynamic_rendering.
* The resource inspector has some sorting options now.
* Compute shader debugging can now be launched either by split
workgroup & thread ID, or by global thread ID.
* The mesh viewer now allows you to select the axis convention of
input vertex data for e.g. Z-up instead of Y-up or
left/right-handed.
* Mon Oct 11 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.16
* The bindless feedback for D3D12 which was added in v1.15 now supports
DXIL SM6.x shaders, via DXIL patching.
* The API backends have been hardened to handle the majority of cases
where an API fatal error happens during replay while analysing a
capture - device lost/TDR, out of GPU memory, or when using
remote-replay if the remote server crashes or disconnects.
- osc build apparently auto-cleans your spec-file now (without even asking)
* Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Use pcre-devel instead of pcre-devel-static
* Wed Sep 08 2021 Jan Engelhardt <jengelh@inai.de>
- Trim redundant metadata from description.
* Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Remove unused LIB_INSTALL_DIR
* Wed Sep 08 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Use %autosetup during %prep
- Update source0 to get proper filename
- Use %cmake_build instead of %make_build for consistency
* Wed Sep 01 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Use correct LIB_SUFFIX
* Tue Aug 03 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.15
* Highlights
- The Event Browser has been significantly refactored.
- Bindless feedback is available on D3D12 for DXBC shaders (SM5.1).
- Python API changes
- Bug fixes
* Mon May 31 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.14
* Highlights
- RenderDoc can now display print statements from shaders in
Vulkan.
- The pipeline state view will now show thumbnail previews of
textures on hover to help quickly identify which texture is
bound to a given slot
* Fri Feb 12 2021 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.12
* Highlights
- Qt version updated to Qt 5.15.2.
- Python docstrings improved
* Mon Sep 21 2020 Patrik Jakobsson <patrik.jakobsson@suse.com>
- Update to version 1.10
* Highlights
- Reduced idle overhead while injected into programs, while not
actively capturing a frame.
- All APIs have seen improvements, though some will see greater
savings than others especially depending on API usage
patterns. Modern APIs (D3D12/Vulkan) with high frequency API
calls and command buffer recording will likely see bigger
savings.
- Improved speed of capturing a frame on Vulkan when GPU-local
host-visible uncached memory is mapped.
- Improved application startup time from cold.
- Improved replay time for switching events for Vulkan
captures with large numbers of descriptors bound with few
actually used (i.e. 'bindless' type workflows).