Refer to images under correct paths

This commit is contained in:
baldurk
2016-05-15 21:18:17 +02:00
parent 0d8762befb
commit a29bed7a5b
20 changed files with 82 additions and 82 deletions
+1 -1
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@@ -18,7 +18,7 @@ The one requirement of this however is that the layer does need to be registered
Usually this will happen for you if you install RenderDoc with a proper installer, or update from a previous version. However if you are compiling RenderDoc yourself or running a loose unzipped build, the capture panel will show a warning indicating that the layers need to be registered. Just click this and the registration will be applied.
.. figure:: ../images/LayerRegistration.png
.. figure:: ../imgs/Screenshots/LayerRegistration.png
Vulkan Layer Registration
+15 -15
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@@ -12,7 +12,7 @@ Capturing a log
To capture a log, begin by opening the File menu and selecting Capture Log. By default this will open a new docked window where you can configure different settings that will be used when capturing.
.. figure:: ../images/QuickStart1.png
.. figure:: ../imgs/QuickStart/QuickStart1.png
Capturing a Log
@@ -35,7 +35,7 @@ RenderDoc has a fairly minimal in-app overlay, just to indicate that RenderDoc h
When ready, press the Capture Key (:kbd:`F12` or :kbd:`Print Screen`) and the next frame after the keypress will be captured, and this will show up on the overlay to let you know that a frame has been successfully saved.
.. figure:: ../images/QuickStart2.png
.. figure:: ../imgs/QuickStart/QuickStart2.png
The in-application RenderDoc Overlay
@@ -52,7 +52,7 @@ RenderDoc's layout can be customised fairly heavily so this section will only co
Each of these windows has a section that is much more in depth and gives details about every function and feature, for the more complex windows such as the texture viewer you may well wish to skim these to get an idea of what is available and use them as reference in the future.
.. figure:: ../images/QuickStart3.png
.. figure:: ../imgs/QuickStart/QuickStart3.png
The Texture Viewer
@@ -83,13 +83,13 @@ There are various visualisation controls that allow you to select different chan
Event Browser
`````````````
.. figure:: ../images/QuickStart4.png
.. figure:: ../imgs/QuickStart/QuickStart4.png
The Event Browser
More details can be found on the :doc:`../window/event_browser` page.
.. |timeline_marker| image:: ../images/timeline_marker.png
.. |timeline_marker| image:: ../imgs/icons/timeline_marker.png
The Event Browser is the primary method of stepping through the frame and browsing the events that occurred within. The first column EID (Event ID) indicates which event or API call this was in the frame, chronologically. Events which are listed here are generally output/draw type events, including Clears. Copy and Map type calls are not included and are available in the API Calls view (see below).
@@ -97,9 +97,9 @@ The columns can be customised and reordered, the |timeline_marker| select column
Standard performance markers are available and create the hierarchy/labels as you would expect. These can be expanded or collapsed and keyboard browsing is available through normal controls - left and right go higher or lower in the hierarchy, and up and down goes up and down through siblings.
.. |flag_green| image:: ../images/flag_green.png
.. |find| image:: ../images/find.png
.. |asterisk_orange| image:: ../images/asterisk_orange.png
.. |flag_green| image:: ../imgs/icons/flag_green.png
.. |find| image:: ../imgs/icons/find.png
.. |asterisk_orange| image:: ../imgs/icons/asterisk_orange.png
The 'current' event - i.e. the event at which we are inspecting the graphics state - is highlighted with a green Flag |flag_green| and the row is highlighted. As any row is selected it immediately becomes the new current event.
@@ -113,7 +113,7 @@ A list of bookmarked events will show up on a toolbar at the top of the event br
API Inspector
`````````````
.. figure:: ../images/QuickStart5.png
.. figure:: ../imgs/QuickStart/QuickStart5.png
The API Calls + Callstack Panel
@@ -129,7 +129,7 @@ In order to view these callstacks you must first resolve the symbols recorded wi
Timeline Bar
````````````
.. figure:: ../images/QuickStart6.png
.. figure:: ../imgs/QuickStart/QuickStart6.png
The Timeline Bar
@@ -146,7 +146,7 @@ This can be a very useful tool to trace data through a frame, as well as highlig
Pipeline State
``````````````
.. figure:: ../images/QuickStart7.png
.. figure:: ../imgs/QuickStart/QuickStart7.png
The Pipeline State Viewer
@@ -155,7 +155,7 @@ More details can be found on the :doc:`../window/pipeline_state` page.
The Pipeline State window is perhaps the most detailed but also the simplest to understand. This window simply lists every stateful aspect of the graphics pipeline and what value or object is present at the current event.
.. |go_arrow| image:: ../images/GoArrow.png
.. |go_arrow| image:: ../imgs/icons/GoArrow.png
By default the pipeline will not contain empty or unused entries - i.e. if a shader only reads from resources 0 and 1, even if something is bound to slot 2 it will not be displayed. Likewise say slots 3-128 are empty - they will also not be displayed. This behaviour can be modified by the :guilabel:`Show Disabled Items` and :guilabel:`Show Empty Items` toggles on the toolbar. Show Disabled will show slot 2 even if the shader does not read from it. Show Empty will show slots 3-128.
@@ -166,14 +166,14 @@ For more details, check out the how-to: :doc:`../how/how_object_details`.
Mesh Output
```````````
.. figure:: ../images/QuickStart8.png
.. figure:: ../imgs/QuickStart/QuickStart8.png
Mesh Output Viewer
More details can be found on the :doc:`../window/buffer_viewer` page.
.. |undo_arrow| image:: ../images/UndoArrow.png
.. |cog| image:: ../images/cog.png
.. |undo_arrow| image:: ../imgs/icons/UndoArrow.png
.. |cog| image:: ../imgs/icons/cog.png
Mesh Output allows you to inspect the geometry data as it passes through the pipeline. Both raw data in a grid view and 3D inspection is possible. The tabs in the preview window allow you to choose at which part of the pipeline you'd like to visualise the data.
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@@ -1,8 +1,8 @@
Tips & Tricks
=============
.. |go_arrow| image:: ../images/GoArrow.png
.. |wand| image:: ../images/wand.png
.. |go_arrow| image:: ../imgs/icons/GoArrow.png
.. |wand| image:: ../imgs/icons/wand.png
This page is a random hodge-podge of different tips and tricks that might not be obvious and aren't practical to make clear in the UI - e.g. keyboard shortcuts, edge cases and suchlike.
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@@ -21,7 +21,7 @@ Launching Capture
When launching a capture (as in :doc:`how_capture_log`) you should enable 'collect callstacks'. This will set RenderDoc to collect callstacks at every API entry point that will be serialised into the log.
.. figure:: ../images/Callstacks.png
.. figure:: ../imgs/Screenshots/Callstacks.png
Collect Callstacks: Option enabled on the capture dialog.
@@ -32,7 +32,7 @@ Replaying the capture
When the capture is loaded in RenderDoc the callstacks will be available in the API inspector. The bottom section of the dialog is a panel that can be expanded to show the callstack. Initially this section will indicate that symbols need to be resolved.
.. figure:: ../images/NeedResolve.png
.. figure:: ../imgs/Screenshots/NeedResolve.png
Callstack section: The callstack section expanded in API inspector.
@@ -42,7 +42,7 @@ The resolving symbols process may take some time the first few instances you use
By default a symbol server will be used, as well as a few default locations such as the location indicated in the PE metadata (i.e. the original build location). If a pdb cannot be found you will be prompted for the location of the pdb, and this new location will then be remembered for subsequent pdbs.
.. figure:: ../images/NeedPDB.png
.. figure:: ../imgs/Screenshots/NeedPDB.png
PDB locate prompt: Prompt to locate a PDB that cannot be found.
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@@ -12,7 +12,7 @@ Opening the capture window from the menus via File -> Capture Log, the typical c
By default the working directory remains empty and defaults to the directory that contains the executable location.
.. figure:: ../images/CapturePathCmdline.png
.. figure:: ../imgs/Screenshots/CapturePathCmdline.png
Capturing: Capturing a logfile specifying its executable path and command line.
@@ -29,7 +29,7 @@ It is possible to inject to an already running process. By selecting the "Inject
This can be useful if launching your application from a single exe is non-trivial and it's easier to inject into the process after it has been launched.
.. figure:: ../images/Injecting.png
.. figure:: ../imgs/Screenshots/Injecting.png
Injecting to a selected existing process.
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@@ -17,7 +17,7 @@ When a vertex is selected in the mesh data for the vertex input it will be highl
Either right click and choose debug vertex from the context menu, or click on the debug icon in the toolbar.
.. figure:: ../images/VertexDebug.png
.. figure:: ../imgs/Screenshots/VertexDebug.png
Vertex Debugging: Launching vertex debugging from the mesh viewer.
@@ -55,12 +55,12 @@ Debugging Controls
When debugging, at the moment the controls are fairly basic.
.. figure:: ../images/ShaderControls.png
.. figure:: ../imgs/Screenshots/ShaderControls.png
Shader controls: Controls for stepping through shaders.
.. |runfwd| image:: ../images/runfwd.png
.. |runback| image:: ../images/runback.png
.. |runfwd| image:: ../imgs/icons/runfwd.png
.. |runback| image:: ../imgs/icons/runback.png
The toolbar at the top gives controls for the program flow through the shader. |runfwd| Run and |runback| Run Backward simply run from the current position all the way through to the end or start of the program respectively.
@@ -68,14 +68,14 @@ The keyboard shortcuts for these controls are :kbd:`F5` and :kbd:`Shift-F5` resp
You can set a breakpoint by pressing F9 (this will also remove a breakpoint that is already there). When running in each direction or to cursor (see below) if execution hits a breakpoint it will stop.
.. |stepnext| image:: ../images/stepnext.png
.. |stepprev| image:: ../images/stepprev.png
.. |stepnext| image:: ../imgs/icons/stepnext.png
.. |stepprev| image:: ../imgs/icons/stepprev.png
The other controls allow for single stepping and limited running. |stepnext| Step forward will execute the current instruction and continue to the next - this includes following any flow control statements such as jumps, loops, etc.
|stepprev| Step backwards will jump back to whichever instruction lead to the current instruction. This does not necessarily mean the previous instruction in the program as it could be the destination of a jump. Stepping forwards and stepping backwards will always reverse each other. The shortcuts for these commands are :kbd:`F10` and :kbd:`Shift-F10`
.. |runcursor| image:: ../images/runcursor.png
.. |runcursor| image:: ../imgs/icons/runcursor.png
The final control is to |runcursor| Run to the cursor. This will perform in a similar fashion to the "Run" command, but when it reaches the line that the cursor highlights it will stop and pause execution. It will also stop if it reaches the end of the shader.
@@ -96,13 +96,13 @@ Currently there is only a very basic display when debugging shaders.
There are two windows that display different types of registers. The constants window will display input and constant buffer registers that are immutable throughout execution. This will also list registers for resources and samplers (with basic format information).
.. figure:: ../images/ShaderConsts.png
.. figure:: ../imgs/Screenshots/ShaderConsts.png
Constants window: Constant, input and resource registers.
The other window will contain variable/mutable registers. These contain temporaries that are typically allocated up front and will update as you step through the execution of the shader. This window also contains the output registers.
.. figure:: ../images/ShaderRegs.png
.. figure:: ../imgs/Screenshots/ShaderRegs.png
Variable window: Variable registers - temporaries and outputs.
@@ -112,6 +112,6 @@ Swizzles follow the standard hlsl rules - .[xyzw] or .[rgba] in any permutation
The custom typecast can be any of ,x ,i ,d ,f ,u ,b to display the register as hex, signed integer, double, float, unsigned, or bitwise respectively.
.. figure:: ../images/ShaderWatch.png
.. figure:: ../imgs/Screenshots/ShaderWatch.png
Watch window: Watch window - custom register expressions evaluated.
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@@ -2,7 +2,7 @@ How do I edit a shader?
=======================
.. |page_white_edit| image:: ../images/page_white_edit.png
.. |page_white_edit| image:: ../imgs/icons/page_white_edit.png
This page details how to edit shaders. This applies both to :doc:`custom visualisation shaders <how_custom_visualisation>` for the :doc:`../window/texture_viewer`, but can also be used to temporarily replace or edit a shader used in the actual scene.
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@@ -15,7 +15,7 @@ Picking a Pixel Value
At any point while hovering over the texture the status bar contains the current pixel location that the cursor is hovering over, as well as a basic colour swatch to give some indication of where you are.
.. figure:: ../images/HoverStatus.png
.. figure:: ../imgs/Screenshots/HoverStatus.png
Hover Status Bar: The status bar showing position and colour
@@ -23,7 +23,7 @@ When the right mouse button is pressed, the currently hovered pixel value will b
For depth textures the depth and stencil values will be displayed separately. The stencil value (as with any integer formatted texture) will be displayed as an integer.
.. figure:: ../images/RMBStatus.png
.. figure:: ../imgs/Screenshots/RMBStatus.png
Picked Pixel: The value of a pixel that has been picked
@@ -36,7 +36,7 @@ Pixel Context Display
Whenever a pixel is picked, the pixel context display is updated to surround the currently selected pixel. This dialog is by default docked in the bottom right of the texture viewer, adjacent to the thumbnail strip.
.. figure:: ../images/PixelContext.png
.. figure:: ../imgs/Screenshots/PixelContext.png
Pixel Context: The zoomed in context around the pixel currently selected
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@@ -5,7 +5,7 @@ How do I view details of an object?
.. |goarrow| image:: ../images/GoArrow.png
.. |goarrow| image:: ../imgs/icons/GoArrow.png
The pipeline state viewer allows you to view more details of given resources that are bound to the pipeline. The go arrow |goarrow| is a sign that more details for this resource are available.
@@ -14,7 +14,7 @@ Viewing Shaders
Each shader stage that is active on the pipeline can be expanded to see both the high-level shader language and the low-level disassembly. At the top of the pipeline stage there is a box showing the currently bound shader - by its entry point if known.
.. figure:: ../images/CurrentShader.png
.. figure:: ../imgs/Screenshots/CurrentShader.png
Bound Shader: Box showing the currently used shader.
@@ -26,7 +26,7 @@ If available, the reflection data from the shader debugging information will be
When this shader reflection information is available it will be integrated into the disassembly to make it easier to read.
.. |page_white_edit| image:: ../images/page_white_edit.png
.. |page_white_edit| image:: ../imgs/icons/page_white_edit.png
Note from here you can also :doc:`live-edit a shader <how_edit_shader>` by clicking the edit button |page_white_edit|. If debug info isn't available to provide HLSL, a basic stub function with the input & output signatures but no body will be created.
@@ -54,7 +54,7 @@ By default if the buffer is bound to the pipeline with a pre-existing structure
This layout can be customised by entering a format in a simple style that mimics defining a structure that outlines a single element in the buffer.
.. figure:: ../images/RawBuffer.png
.. figure:: ../imgs/Screenshots/RawBuffer.png
Custom Buffer Layout: Customising the layout of the buffer by defining a structure.
@@ -69,7 +69,7 @@ Constant buffers can be viewed by clicking on their Go Arrow |goarrow|. This wil
Whenever this shader slot has a constant buffer in it, both the constant names and types as well as values will be displayed.
.. figure:: ../images/CBuffer.png
.. figure:: ../imgs/Screenshots/CBuffer.png
Constant Buffer: An updating preview of the contents of this constant buffer.
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@@ -24,7 +24,7 @@ In OpenGL this can be done with ``GL_KHR_debug`` - ``glObjectLabel``.
When this texture is bound to the pipeline it will be listed like so:
.. figure:: ../images/NamedTex.png
.. figure:: ../imgs/Screenshots/NamedTex.png
Named Texture: The example texture bound with name displayed.
@@ -33,11 +33,11 @@ In a similar way any other resource can be named and this will be useful through
Texture list in Texture Viewer
------------------------------
.. |page_white_link| image:: ../images/page_white_link.png
.. |page_white_link| image:: ../imgs/icons/page_white_link.png
In the texture viewer you can open a filterable list of all textures in the capture. This can be opened with the texture list icon |page_white_link|. When clicked on this will open a sidebar on the texture viewer that lists all textures.
.. figure:: ../images/TexList.png
.. figure:: ../imgs/Screenshots/TexList.png
Texture list: The sidebar showing the list of textures
@@ -52,7 +52,7 @@ By default the tab open in the texture viewer follows whichever pipeline slot is
If you want to follow a particular texture even as it becomes unbound or moves from output to input and vice versa, you can open a new locked tab that will stay consistently on this texture.
.. figure:: ../images/CurrentVsLockedTab.png
.. figure:: ../imgs/Screenshots/CurrentVsLockedTab.png
Texture Tabs: Default tab following pipeline slot vs Locked tab.
@@ -61,7 +61,7 @@ This can be done by locating the texture by name as above, then clicking on the
Opening a texture from the pipeline state viewer (:doc:`how_object_details`) will also open a new locked tab for the texture in question. You can also open a new locked tab by right clicking on the texture thumbnail while it is currently bound.
.. figure:: ../images/OpenLockedTab.png
.. figure:: ../imgs/Screenshots/OpenLockedTab.png
Opening new Tab: Opening a new locked tab for a texture.
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@@ -6,7 +6,7 @@
RenderDoc
=========
.. |renderdoc_logo| image:: images/logo.png
.. |renderdoc_logo| image:: imgs/logo.png
|renderdoc_logo|
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@@ -1,7 +1,7 @@
Introduction
============
.. |renderdoc_logo| image:: images/logo.png
.. |renderdoc_logo| image:: imgs/logo.png
|renderdoc_logo|
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@@ -20,7 +20,7 @@ This section lists the series of API calls made between the preceding drawcall a
Each API call can be expanded to see the parameters that were passed to it, in the form that they were serialised out to the log file.
.. figure:: ../images/APIList.png
.. figure:: ../imgs/Screenshots/APIList.png
API Calls: A list of API calls made up to the current draw.
@@ -35,6 +35,6 @@ The callstack follows the currently selected API call in the other section, and
For more information see :doc:`../how/how_capture_callstack`
.. figure:: ../images/CallstackPanel.png
.. figure:: ../imgs/Screenshots/CallstackPanel.png
Callstack: The callstack in user code where this API call was made.
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@@ -8,7 +8,7 @@ Mesh Viewer
The Mesh Viewer shows both the mesh data as well as a visual representation of the mesh at different stages - pre VS, post VS, etc. For instanced drawcalls you can choose which instance to view in the toolbar at the top.
.. |arrow_join| image:: ../images/arrow_join.png
.. |arrow_join| image:: ../imgs/icons/arrow_join.png
Each distinct point has a display that shows the mesh data, the format of which is pulled from the relevant stage of the pipeline - shader input or output, or input layout. You can choose to sync these views |arrow_join| as well as specify an offset which will stay consistent, so that you can see the same row as you move between different events.
@@ -18,11 +18,11 @@ Below this is a 3D view which will show one stage at any given time, and can be
When tessellation is active, VS out behaves similarly to VS in as they are both considered input data (rather than post-transform data).
.. |arrow_undo| image:: ../images/arrow_undo.png
.. |arrow_undo| image:: ../imgs/icons/arrow_undo.png
You can reset the camera to its default location with the reset button |arrow_undo|. For VS Input this resets to an arcball at some radius from the object. For VS Output this resets to a view from the projected eye.
.. |wand| image:: ../images/wand.png
.. |wand| image:: ../imgs/icons/wand.png
You can also auto-fit the camera to the mesh for the VS Input mesh. The auto-fit button |wand| will fit the camera to the axis-aligned bounding box of the mesh.
@@ -30,11 +30,11 @@ To be able to view the post-transform mesh in view-space, RenderDoc attempts to
By default the projection matrix is guessed as a standard perspective matrix. Using the post-projection w and z values and the aspect ratio of the output targets a reasonable approximation can be estimated. The FOV must be specified though - the default is 90 but this can be refined by opening the options.
.. |cog| image:: ../images/cog.png
.. |cog| image:: ../imgs/icons/cog.png
Opening the options |cog| you can specify the FOV used in the projection matrix. If you used an orthographic matrix instead you can specify this - although this requires manual tuning of the matrix parameters.
.. figure:: ../images/BufferOptions.png
.. figure:: ../imgs/Screenshots/BufferOptions.png
Options: The options pop-out of the buffer viewer.
@@ -55,7 +55,7 @@ The selection will be remembered as long as the mesh format stays consistent bet
You can also use this if the position data isn't detected in your inputs and you'd like to choose which element contains the positions, or if you'd like to visualise some other data such as UV co-ordinates as positional (in effect rendering the mesh in uv-space).
.. figure:: ../images/SolidPreview.png
.. figure:: ../imgs/Screenshots/SolidPreview.png
Preview: Previewing the uv co-ordinates as colour on the mesh.
@@ -68,7 +68,7 @@ This format can be refined and customised by entering a structure-like definitio
In addition to this, you can specify a row offset which is useful in remaining at the same row while watching the change in a buffer between different events, as well as a byte offset to shift the data along from the start of the buffer (e.g. if what you are interested in starts only part-way through the buffer but is not aligned along the data stride you enter).
.. figure:: ../images/RawBuffer.png
.. figure:: ../imgs/Screenshots/RawBuffer.png
Buffer specification: Specifying a custom buffer format.
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@@ -17,7 +17,7 @@ To connect to an existing hooked program, select Attach to Running Instance from
Please note that none of the connections RenderDoc makes or uses are encrypted or protected, so if this is a concern you should look into securing the connections by hand.
.. figure:: ../images/AttachInstance.png
.. figure:: ../imgs/Screenshots/AttachInstance.png
Remote Hosts: Attaching to a running instance either locally or remotely.
@@ -39,7 +39,7 @@ When a capture is launched (or attached to) the connection window is opened in t
In addition to managing captures that have been taken, you can also trigger a capture (optionally with a countdown timer).
.. figure:: ../images/MultipleCaptures.png
.. figure:: ../imgs/Screenshots/MultipleCaptures.png
Connection Window: Viewing multiple captures taken in a program.
@@ -53,7 +53,7 @@ From here you can save these captures out - as currently they are only temporary
Double clicking on any capture will close any current open capture in the RenderDoc UI, and open up that capture for inspection. You may also right click or use the drop-down menu on the open button to launch a new instance of RenderDoc for viewing the log. This is mostly useful if you want to compare two captures side-by-side easily.
.. figure:: ../images/OpenCapNewInstance.png
.. figure:: ../imgs/Screenshots/OpenCapNewInstance.png
New instance: Launch new RenderDoc instance to open this capture.<br />
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@@ -17,6 +17,6 @@ This window is fairly simple. Each message retrieved from the api will be listed
Double clicking on any row will take you to the corresponding event ID in the event browser.
.. figure:: ../images/DebugMessages.png
.. figure:: ../imgs/Screenshots/DebugMessages.png
Debug Messages: The Debug Messages window showing some API messages.
+12 -12
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@@ -29,7 +29,7 @@ Selecting available columns
By default, the columns in the event browser are EID and Name. Name cannot be removed as it contains the tree, but otherwise the columns can be customised both to hide/display or reorder and resize.
.. |timeline_marker| image:: ../images/timeline_marker.png
.. |timeline_marker| image:: ../imgs/icons/timeline_marker.png
To select which columns should be visible, right click the header or click the |timeline_marker| select columns button.
@@ -43,7 +43,7 @@ To rearrange the columns simply click and drag on the header.
Timing drawcalls
----------------
.. |time| image:: ../images/time.png
.. |time| image:: ../imgs/icons/time.png
To time the GPU duration of each drawcall, click the timer button |time|.
@@ -57,11 +57,11 @@ Browsing the frame
The event browser is primarily intended as a tool to browse through the frame. Events are listed as entries in the browser and the hierarchical labels mentioned above become tree nodes.
.. |flag_green| image:: ../images/flag_green.png
.. |flag_green| image:: ../imgs/icons/flag_green.png
The currently selected event is highlighted and indicated with a green flag |flag_green|. This is the event that RenderDoc is inspecting and is reflected in all the other windows of the UI.
.. figure:: ../images/QuickStart4.png
.. figure:: ../imgs/QuickStart/QuickStart4.png
Current Event: The Event browser showing several sections and the current event.
@@ -80,11 +80,11 @@ The left and right arrows go into and out of hierarchy levels. When within a lev
Bookmarks
---------
.. |asterisk_orange| image:: ../images/asterisk_orange.png
.. |asterisk_orange| image:: ../imgs/icons/asterisk_orange.png
The |asterisk_orange| bookmark button will allow you to bookmark an event, the shortcut key is :kbd:`CTRL-B`.
.. figure:: ../images/BookmarksBar.png
.. figure:: ../imgs/Screenshots/BookmarksBar.png
Bookmarks bar: The bookmarks bar with several EIDs bookmarks.
@@ -95,7 +95,7 @@ Searching and Jumping
There are two other controls available in the Event Browser to aid in navigating the frame.
.. |find| image:: ../images/find.png
.. |find| image:: ../imgs/icons/find.png
Pressing :kbd:`Ctrl-F` will open the find-event toolbar |find|. This toolbar allows you to type in a partial text filter that will be matched against both labels and drawcall events. The find will be executed when you press enter, although you can then adjust the text and re-search if you wish.
@@ -103,17 +103,17 @@ If the event found lies inside an unexpanded section, the sections will be expan
Matching events will be highlighted with a find icon |find|, and pressing enter repeatedly will jump between matching events.
.. |cross| image:: ../images/cross.png
.. |cross| image:: ../imgs/icons/cross.png
The find toolbar isn't dismissed until you press escape in the text box, or click the close button |cross|.
.. |stepprev| image:: ../images/stepprev.png
.. |stepnext| image:: ../images/stepnext.png
.. |stepprev| image:: ../imgs/icons/stepprev.png
.. |stepnext| image:: ../imgs/icons/stepnext.png
You can also jump up and down between find results with the previous |stepprev| and next |stepnext| buttons.
.. figure:: ../images/FindResults.png
.. figure:: ../imgs/Screenshots/FindResults.png
Highlighted Results: The results of a find are highlighted with an icon.
@@ -121,6 +121,6 @@ Pressing :kbd:`Ctrl-G` will open the jump to EID toolbar. This allows you to typ
When you hit enter to jump to an EID, the toolbar closes and if you wish to jump again you must press :kbd:`Ctrl-G` again
.. figure:: ../images/JumpEID.png
.. figure:: ../imgs/Screenshots/JumpEID.png
Jumping around: The jump-to-EID toolbar prompting for an event.
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@@ -12,7 +12,7 @@ Each block is a separate page which contains the relevant state and contents for
The currently selected block is outlined with red, and the page in view reflects the contents of that section of the pipeline. Light grey parts of the pipeline are those which are currently active and participating in this drawcall. Dark grey parts of the pipeline are not present and can be considered pass-through/do-nothing.
.. figure:: ../images/PipelineBar.png
.. figure:: ../imgs/Screenshots/PipelineBar.png
Pipeline: Pictured here, the high-level parts of the D3D11 Pipeline.
@@ -27,8 +27,8 @@ The pipeline state viewer always displays the state of the pipeline after the ex
Any resources that are bound to the pipeline can be opened in more detailed viewers, such as vertex buffers, constant buffers and textures. More details of this process can be found in the page :doc:`../how/how_object_details`.
.. |page_white_delete| image:: ../images/page_white_delete.png
.. |page_white_database| image:: ../images/page_white_database.png
.. |page_white_delete| image:: ../imgs/icons/page_white_delete.png
.. |page_white_database| image:: ../imgs/icons/page_white_database.png
The pipeline view attempts to only show what is relevant, and not all possible stateful data. To do this (when available) it uses shader reflection data to only display slots which are actually in use by the shaders, and omit any that are unused. This can be overridden with the Show Disabled Items |page_white_delete| button.
@@ -38,7 +38,7 @@ In some cases whole sections will be omitted unless there is anything set there
When showing disabled or empty entries, they will either be in *italics* or on a dark red background respectively.
.. |save| image:: ../images/save.png
.. |save| image:: ../imgs/icons/save.png
You can also export the pipeline state by clicking on the |save| export button, this will export the entire pipeline state in detail to an HTML file, so you can more easily compare between different logs and different events.
+1 -1
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@@ -21,6 +21,6 @@ Examples are:
So while not particularly friendly to discovery, you can use this to perform an automated iteration over e.g. all events or all textures for something of interest.
.. figure:: ../images/pythonshell.png
.. figure:: ../imgs/Screenshots/pythonshell.png
Python Shell: A simple script that looks at textures and their use in a log.
+3 -3
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@@ -16,7 +16,7 @@ This alternate view can be a useful way to get an overview of the whole frame, a
Given that the timeline bar shows the whole frame it also provides a secondary function of showing dependencies in a global way. For whichever texture is currently selected in the texture viewer, the timeline bar shows reads and writes to that texture throughout the frame. This can be especially useful for render targets that are used in both ways, as well as simply to see where a given texture is used in a frame without laboriously searching.
.. figure:: ../images/TimelineBar.png
.. figure:: ../imgs/Screenshots/TimelineBar.png
Timeline Bar: The timeline bar showing a birds-eye view of a typical application.
@@ -52,7 +52,7 @@ Clear calls will be shown with a light grey.
In cases where the arrows are too close together to show distinctly, they will not all draw. To see exactly what usage is happening you can zoom into the context around that area of the frame.
.. figure:: ../images/ResourceUsage.png
.. figure:: ../imgs/Screenshots/ResourceUsage.png
Resource Usage: The usage bar showing reads and writes to a texture.
@@ -61,6 +61,6 @@ Pixel history event Display
When a pixel history window is focussed, the timeline bar will show the results over each EID with a red triangle to show rejected pixels and green triangles to show passed pixels.
.. figure:: ../images/PixelHistoryTimeline.png
.. figure:: ../imgs/Screenshots/PixelHistoryTimeline.png
Pixel History Results: The timeline bar shows the results of a pixel's history.