336 Commits

Author SHA1 Message Date
baldurk a5c54b3ce7 Don't pass event ID to PickVertex()
* It's meaningless to try and pick on any other event but the current one
2020-01-20 17:44:34 +00:00
baldurk 210626ae18 When updating postvs position/secondary configs, reset camera properties 2020-01-20 14:32:22 +00:00
baldurk cd3ef3dd55 Fix near/far plane specifiers being backwards 2020-01-20 14:28:59 +00:00
baldurk 4a587da167 Account for byte offset when expanding arrays in bufferviewer formatter 2020-01-17 19:53:38 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 27098f8f70 Give our threads debugger-friendly names 2019-12-19 21:50:13 +00:00
baldurk c82d0f58b9 Rename WASD to Flycam in mesh viewer controls
* This should now work regardless of keyboard layout, e.g. on AZERTY the same
  physical keys will still work. We also add arrow keys as a backup
2019-12-13 16:37:14 +00:00
baldurk 24e4f4179f Fix projection guessing controls sometimes being enabled when unused 2019-12-13 16:36:44 +00:00
baldurk f514815e3c Update buffer formatter help text, save its visibility in config 2019-11-29 13:53:45 +00:00
baldurk e205054317 Add UI support for GPU typed pointers in buffers 2019-11-29 13:53:44 +00:00
baldurk b3979262a5 Replace FormatElement with ShaderConstant/ShaderVariableType
* FormatElement is now a static BufferFormatter class to help generate and parse
  buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk 324b96c977 Remove FormatElement::byteSize(), move to ResourceFormat 2019-11-29 13:53:44 +00:00
baldurk 00170e2ec3 Make GetVariants a free function taking interpreting format directly
* We also store the format in BufferElementProperties for the buffer viewer
  since we'll later remove the ResourceFormat stored in FormatElement
2019-11-29 13:53:44 +00:00
baldurk f046423664 Split buffer-centric properties out of FormatElement 2019-11-29 13:53:44 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that
  contains the array slice, mip level, and sample. We remove the concept of
  'MSAA textures count samples as extra slices within the real slices' and
  internalise that completely. This also means we have a consistent set
  everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
  parameters from the texture viewer configuration are now in the
  ReplayController and take them explicitly. This includes GetMinMax,
  GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
  custom shader texture or the overlay texture you need to pass that ID
  directly.
2019-11-26 17:38:25 +00:00
baldurk 6201183504 Fix broken buffer viewer UI protection 2019-11-15 18:33:17 +00:00
baldurk 07e8731776 Protect against buffer view being closed during async render thread work 2019-11-13 17:25:01 +00:00
baldurk a08455c4fb Don't crash if vertex buffer stride is 0 when picking vertices 2019-10-23 11:23:32 +01:00
baldurk 03ddc61779 Support rich resource text in buffer viewer 2019-10-15 15:05:38 +01:00
baldurk d48b84d8f5 Pass buffer length to format string parse, for better default format
* If we are only looking at a 4-byte buffer, don't use a uint4 default or it
  will fail to display anything
2019-10-15 10:54:42 +01:00
baldurk 54291b0e29 Fix linux compilation (again) 2019-09-07 12:06:05 +01:00
baldurk 7fe044faaf Fix display of 64-bit integers in buffer viewer 2019-09-07 09:24:46 +01:00
baldurk 07158ad24c Fix support for triangle fans on GL/Vulkan 2019-08-20 15:33:12 +01:00
baldurk 61de35bfc6 Pass through primitive restart state when rendering meshes 2019-08-12 17:53:22 +01:00
Tillmann Karras 622c8bdb0e BufferViewer: fix 2/4-byte primitive restart 2019-07-24 11:24:09 +01:00
Tillmann Karras f61a5e464c BufferViewer: never leave indices uninitialized 2019-07-24 11:24:09 +01:00
baldurk e525630a17 Add special resource type for A8_UNORM. Closes #1426
* While it's redundant this format is still valid in D3D so needs to be handled
  correctly.
2019-06-25 19:08:07 +01:00
baldurk 70007d0794 Don't consider interim position builtins to be projected/rasterized
* Even if the VS outputs to the position builtin, if there's a tessellation or
  geometry shader consuming it that doesn't mean much.
2019-06-05 17:57:28 +01:00
baldurk 69e4be52cf Display bounding box data in mesh view camera panel
* This isn't the best place for it but it makes the most sense for now.
2019-05-22 13:57:23 +01:00
baldurk 074070b1cf Only unproject position attributes that output a position. Closes #1363
* If we select a UV attribute to draw as position we don't want to unproject it
  for display, just treat it as we do any normal attribute.
2019-05-22 13:38:20 +01:00
baldurk 467dd5e808 Fix calculation of bounding boxes for non-4 component attributes
* If we only have 3 or 2 components, set the remaining bounding box values to 0
  so they aren't set at +/- FLT_MAX.
2019-05-22 12:40:56 +01:00
baldurk dd77b8a2b6 Fix order-of-operations, update position/secondary columns first
* We need to have the correct position and secondary columns before updating the
  mesh configuration that references them.
2019-05-22 12:40:19 +01:00
baldurk e48065c96b Replace use of std::pair with rdcpair wherever possible
* Only remaining uses in our code is when we're interacting with std::map where
  it uses std::pair internally
2019-05-17 16:32:56 +01:00
baldurk 2320bb5391 Pass the right MeshDataStage to HasAlignedPostVSData() 2019-04-12 16:51:35 +01:00
baldurk 2ddf3b7adf Auto-fit the WASD camera to the bounding box after switching
* We do the same for the arcball, there's no reason the flycam should default to
  the origin for vertex inputs
2019-04-09 11:09:22 +01:00
baldurk db89f50a30 Rename Mesh Output panel to Mesh Viewer, since it displays inputs too 2019-03-08 15:40:11 +00:00
baldurk 95f07ab6df Add missing deref of buffer data in mesh view 2019-03-01 12:47:29 +00:00
baldurk 301ef89aac Only calculate bounding box data on mesh views 2019-03-01 11:34:15 +00:00
baldurk ac37a592cc Refactor BufferViewer to avoid race conditions
* We now push everything mutable about the draw data configuration into a single
  struct which we copy around (the actual buffer data remains refcounted and not
  copied). This means that we don't have one thread still trying to do things on
  a model which is being updated on another thread.
2019-02-28 17:48:30 +00:00
baldurk 24882eb486 When event changes in BufferViewer, preserve row offset don't reset 2019-02-15 15:10:31 +00:00
baldurk 73a5357419 Fix handling of primitive restart with a vertex offset 2019-02-04 18:06:09 +00:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk 317e89f7cb Add QIODevice::Text for text writing, to convert newlines. Refs #1246 2019-01-28 19:55:39 +00:00
baldurk 58e2c88e76 Don't custom size horizontal header by default in RDTableView 2018-12-17 17:10:33 +00:00
baldurk 68b23c5f62 Add support for YUV resource formats
* We handle 4:4:4, 4:2:2, and 4:2:0, with packed, 2-plane and 3-plane formats,
  for 8, 10, 12, and 16 bit depths.
* This covers most common formats but still leaves a few out - NV11, palettised
  formats, V208/V408 JPG formats.
2018-12-11 19:57:20 +00:00
baldurk 74ce0d92fd Pad 0 with a preceeding space for signed integer display in buffers
* This means that it lines up with -1 the same as positive numbers do
2018-11-14 18:32:34 +00:00
baldurk 8447e43e78 Fix panel menus 2018-10-23 15:15:39 +01:00
baldurk 94dfb9890b Allow registering window, panel and context menu items with callbacks 2018-10-23 14:23:12 +01:00
baldurk b5854f0fec Implement VK_EXT_transform_feedback, and use it for mesh output
* For pipelines using tessellation or containing a geometry shader we use
  transform feedback to fetch the output of the vertex pipeline after these
  stages.
2018-10-16 16:53:03 +01:00
baldurk 615b743b8e Make shader debugging soft-blocking, pop up progress bar while working
* This prevents the user from accidentally triggering some other process while
  the debug is still on-going, if it's taking a while.
2018-10-08 17:24:00 +01:00