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
+3 -3
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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.
+10 -10
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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.