baldurk
d41c9538de
Add support for SPIR-V specialization constants
2016-06-07 11:35:44 -07:00
baldurk
947f7decb2
Add 'show all instances' mode, and make colours consistent. Closes #248
2016-06-03 17:34:26 +02:00
baldurk
306ebd1ad7
Fix a backwards compatibility issue causing some panels to go missing
2016-06-01 19:02:45 +02:00
baldurk
56c8fbc595
Handle purely typed texel buffers with no members
2016-06-01 16:48:22 +02:00
baldurk
6c39971374
Add proper support for immutable samplers. Refs #260
2016-06-01 16:39:18 +02:00
baldurk
6e2a8344ce
Fix crash with markerColour not being created for fake markers
2016-06-01 13:08:36 +02:00
baldurk
054a01c3b0
Check for drawcall potentially being NULL
2016-06-01 11:57:55 +02:00
baldurk
094e79dee2
Greatly speed up 'attach to running instance' dialog in the 99% case
...
* 99% of the time, you'll only have localhost and the application will
be running on the first ident checked which will return a valid socket
almost immediately.
* Instead of continuing to search through each valid port before
returning valid data, we change the enumerate function to just find
the next valid port and return - so we can update the UI as soon as
we have the first result.
2016-06-01 11:31:57 +02:00
baldurk
ab84b84ba4
Add bullet-proofing to GetTextureData/GetBufferData
...
* So that it won't crash on invalid input but will just return empty
data.
2016-06-01 10:44:44 +02:00
baldurk
9e2fa30a7e
Add check for all-opaque-black markers and ignore. Works around UE4
2016-05-28 12:25:29 +02:00
baldurk
60706ca4eb
Add options controlling marker colourising
2016-05-27 23:26:59 +02:00
baldurk
1978bc2409
Apply colours (optionally) to event browser and timeline bar. Refs #270
2016-05-27 19:44:25 +02:00
baldurk
a85d11643b
Add treelistview custom tree lines (colour/width) and text colour
2016-05-27 19:29:49 +02:00
baldurk
54106a2108
Pass through marker colours to UI
2016-05-27 19:28:58 +02:00
baldurk
b74ad435e5
Add a 1:1 (zoom 100%) button. Refs #272
2016-05-26 23:58:58 +02:00
baldurk
1914a8a029
For APIs with proper separate sampler objects use debug names. Refs #273
2016-05-26 23:51:09 +02:00
baldurk
84528ce316
Check all files are writeable before applying update. Closes #264
2016-05-19 22:01:56 +02:00
baldurk
69705d9e99
Detect and report version mismatches to the user between core & UI
2016-05-19 20:45:13 +02:00
baldurk
16561cd117
Before updating, check to see if any live programs are running.
...
* Doing this early and via the remote access lets us give a friendly
error message and direct the user to which program is currently using
renderdoc.
2016-05-19 20:29:38 +02:00
baldurk
4b7e068703
Rename 'create debug device' capture option to 'API validation'
...
* More appropriate for non-D3D11 APIs and will cause less confusion.
2016-05-17 21:16:17 +02:00
baldurk
15feb427e9
Display marker regions with X-Y in the EID column to show the EID range
...
* So an event will just give its EID, but an expandable region will list
the EID range it contains
2016-05-16 20:01:17 +02:00
baldurk
b7472e4397
[Coverity] Prevent possible edge-case divide by zero error
2016-05-15 18:11:46 +02:00
baldurk
74d8f66359
[Coverity] Call base class in NoScrollPanel.OnMouseWheel
2016-05-15 17:44:22 +02:00
baldurk
9c15dfc6c9
[Coverity] Don't dereference draw if it may be null
2016-05-13 23:46:44 +02:00
baldurk
76a872252c
Add a set of search paths to look up when locating unstripped shaders
...
* This allows the application to embed/runtime set a relative path
instead of needing an absolute path
2016-05-10 22:36:40 +02:00
baldurk
91afc2b391
Add a way for UI to pass arbitrary settings strings into the core module
2016-05-10 22:35:48 +02:00
baldurk
d65bacc118
Add an editor dialog for ordered lists of items (text or paths)
2016-05-10 22:34:58 +02:00
baldurk
ebeaa935af
Implement copy-paste handlers for shader debugging reg windows
2016-05-09 22:22:37 +02:00
baldurk
dfbd22de65
Remove a weird VS warning about file paths on SciLexer*.dll
2016-05-09 22:06:52 +02:00
baldurk
945f423cde
Don't let the user undo the initial text added to a Scintilla editor
2016-05-09 22:00:31 +02:00
baldurk
281a3c93da
Don't prompt to close a logfile if there's not one loaded
2016-05-09 21:50:10 +02:00
baldurk
36468bb666
Bump version information to v0.30
2016-05-08 20:52:56 +02:00
baldurk
cf2bebadac
Bump version number to v0.29 that I forgot to do earlier!
2016-05-08 16:54:42 +02:00
baldurk
274dbcd4ef
Remove unnecessary double-calls of OnLogfileLoaded(). Refs #267
2016-05-04 21:52:31 +02:00
baldurk
6bd906ac2b
Update installed registry key to latest version number after an update
2016-04-28 21:54:10 +02:00
baldurk
3d69ece39a
Display custom glObjectLabel for shaders, programs and pipeline
2016-04-27 23:18:56 +02:00
baldurk
32114f947f
When saving textures, update the filename if type changes and vice-versa
2016-04-27 22:51:59 +02:00
Michael Vance
04936f08a9
Add additional sections of API covered in statistics.
...
Notes
======
- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.
TODO
======
- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.
2016-04-25 13:08:17 -04:00
baldurk
5867d7ada1
Pass through resource view element size in D3D11 pipeline state
...
* This lets us calculate the offset and visible length when opening a
buffer view from a resource binding.
2016-04-23 13:03:41 +02:00
baldurk
d336d5396d
Update a few copyrights that still only said 2015
2016-04-23 12:47:29 +02:00
baldurk
33d8585bdb
Change default ID name from {x} to _x_.
...
* I think eyes are just more use to parsing legal identifier characters
(like _s) rather than {}s syntax. It feels like it's probably more
readable overall, although there's more of a risk of it blending into
the names in the original code
2016-04-22 17:36:55 +02:00
baldurk
17c30078e2
Add expand and collapse all functions to event browser menu. Refs #254
2016-04-21 18:08:18 +02:00
baldurk
dc6962adee
Fix a crash if no texture is current when clicking view as buffer
2016-04-17 18:50:14 +02:00
baldurk
0ed364bf77
Protect against crash if copy-pasting with no tree nodes selected
2016-04-17 18:00:21 +02:00
baldurk
14781e4287
Handle invalid vulkan vertex input setup, and display better in pipeview
2016-04-17 17:50:45 +02:00
baldurk
a969f3f5af
Crash fix - handle IOException creating NamedPipe for global hooking
2016-04-17 17:10:08 +02:00
Cory Bloor
0b81ae2618
Update renderdocui about dialog copyright year
2016-04-17 04:48:15 -06:00
baldurk
171fbcfabd
Fix crashes when loading 'image' logs
2016-04-14 21:05:40 +02:00
baldurk
898344c14c
Persist the statistics viewer into window layouts
2016-04-13 00:38:51 +02:00
baldurk
9ee5218761
Add more file-size stats to statistics viewer
2016-04-13 00:37:28 +02:00