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
+2 -2
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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.
+7 -7
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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.
+4 -4
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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.
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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.
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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.