Commit Graph
73 Commits
Author SHA1 Message Date
baldurk 7aec327133 Implement shader edit & replace for D3D12 2016-10-21 21:44:24 +02:00
baldurk f756cf363e Remove legacy DXBC padding of cbuffers array. Also stub reg spaces
* Historically there was no bindpoint mapping so it was convenient to
  just pad the cbuffers array so that the elements in it were indexed by
  their bind point. It doesn't make any sense anymore especially with
  D3D12's bind model, so just remove it and roll bind points into a
  struct member.
2016-10-21 21:44:24 +02:00
baldurk bfcfcd37b5 Make sure DSVs show up with their view parameters properly. 2016-09-28 15:51:54 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk b6c4e3c612 Don't trash view from tag, to avoid aliasing multiple views of same buf 2016-08-30 17:05:16 +02:00
baldurk 6a7ccb9670 Check if views have the raw flag first before checking struct size 2016-08-30 16:58:39 +02:00
baldurk fb418f883e Add a button to pipeline state view to save shader raw contents to file
* The exact contents depend on the API - on D3D11 this is the bytecode
  blob, on Vulkan it's the SPIR-V. On OpenGL it is just a concatenation
  of all the source files passed in sequence.
2016-08-30 16:43:52 +02:00
baldurk 96e0444183 Hook up SO stream elements to open buffer viewers properly. 2016-08-25 21:07:40 +02:00
baldurk 59bc8254bd Fix potential crash if drawcall is null when showing empty ibuffer 2016-08-05 12:54:13 +02:00
baldurk 610b22f600 Fix a lot of high-contrast inconsistencies or brokenness. Refs #315
* In a couple of places I had to resort to if(IsHighContrast) but mostly
  this is just using system brushes consistently or not assuming black
  text.
* The default DockPanel theme doesn't work well, so make a minimal high-
  contrast theme for it and assign it everywhere.
* The pipeline flow was using fixed colours, use system brushes for the
  different elements and switch based on high-contrast to ensure active
  and inactive stages are visible (using ActiveCaption looks bad on
  normal themes because it's a big block of colour).
* For some reason the flat toolstrip renderer doesn't handle white-on-
  black themes, but the system one does. It's a little clunkier but it
  shows up correctly without writing tons of custom painting code.
* Range histogram uses a properly contrasting colour for the border.
* Treelist views use a better system colour for selected rows when
  inactive and hovered rows (when high contrast).
* Mesh view grids have a system background instead of white
* Various things (pipeline state, mesh viewe) set text colour when
  colourising backgrounds of things instead of assuming black.
2016-08-05 12:46:56 +02:00
baldurk fcca358d0c Handle casting view types for swapchains (non-typeless resource) 2016-07-22 19:18:36 +02:00
baldurk 28c1768397 Add menu item to jump from pixel history modifications to each primitive 2016-07-22 14:40:40 +02:00
baldurk 6b32d6a4a2 Fix check for unknown DXGI format 2016-07-21 09:56:53 +02:00
baldurk 4268d8f58f Remove structure size and redundant 32-bit length field from FetchBuffer 2016-07-10 18:10:02 +02:00
baldurk 377e07374b Add (semi-experimental) highlight & info for non-trivial resource views
* For D3D11 and Vulkan, any views which don't just map to the whole
  buffer or image will be highlighted in a colour, and when mousing over
  that row a small tooltip will be displayed with the view parameters
  that differ.
2016-06-24 16:32:32 +02:00
baldurk d4ff92755a Display multisample count for MSAA textures in states 2016-06-24 12:14:22 +02:00
baldurk 9826ba6848 For D3D11 use the view's format not the resource's, for typeless formats 2016-06-24 12:11:22 +02:00
baldurk a8457b56f6 Display required bytes of constant buffer if it differs from buffer size 2016-06-23 16:20:37 +02:00
baldurk 0c3a7200fd Always view raw buffers as xint 2016-06-23 12:17:59 +02:00
baldurk f00049bed3 Fixup display&export of byte address and structured (with/no counter) 2016-06-23 12:17:58 +02:00
baldurk 5864c11fa2 Add support for D3D11.3 and D3D11.4 (minor). Refs #235. Refs #145
* Only one major piece of functionality is unimplemented and stubbed out
  - WriteToSubresource and ReadFromSubresource in concert with passing
  a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
2016-06-21 21:08:26 +02:00
baldurk 6403b5a6d6 Use full pathnames for files, so we don't have duplicate keys in dict 2016-06-21 13:35:21 +02:00
baldurk 7884b0e825 Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11 2016-06-09 17:37:16 -07:00
baldurk 1914a8a029 For APIs with proper separate sampler objects use debug names. Refs #273 2016-05-26 23:51:09 +02:00
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 0ed364bf77 Protect against crash if copy-pasting with no tree nodes selected 2016-04-17 18:00:21 +02:00
baldurk 171fbcfabd Fix crashes when loading 'image' logs 2016-04-14 21:05:40 +02:00
baldurk 70b99a4412 Remove antiquated 'multiple frames in one capture' support.
* Cleans up the code a bunch, this support is unlikely to ever return
  and if it does it will need a rethink anyway.
2016-04-13 00:28:09 +02:00
baldurk d62ce264b6 Display custom names for input layouts 2016-04-12 22:46:25 +02:00
baldurk 009bfb2c74 Where possible apply offs/len knowledge when viewing buffers. Refs #224 2016-04-02 15:39:27 +02:00
baldurk 1a05f4fc4a Forcibly refresh UI state after editing a shader or removing an edit 2016-02-21 16:10:46 +01:00
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk 6051f0c500 Split 'Resources' shader array into readonly/readwrite arrays
* This is preparation for a following commit, might not work on its own
  (mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk 8a6d2ebf30 Handle arrays of uniform buffers in descriptor slots 2016-02-07 18:46:35 +01:00
baldurk ad805e8117 Allow excess VS sig system value elements versus IA bytecode. Refs #167
* The VS can consume system value semantics at the end of the signature
  that weren't present in the IA layout's bytecode. Note that if the
  order changes (ie. the system value element is first) then that's not
  OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk dda2160225 Don't mark vertex buffers used if the input layout slot isn't used 2015-10-25 23:34:38 +01:00
baldurk d58d5b76b3 Use shader variable name for CS UAV slots, if available 2015-08-23 13:15:09 +02:00
baldurk 9333228fc5 Highlight empty viewports that are still enabled in the UI. Refs #144 2015-08-23 11:49:00 +02:00
baldurk 8ca621a649 Handle invalid characters in shader filename paths everywhere 2015-07-25 10:33:52 +02:00
baldurk e40ab9261a Handle edge-case where input layout bytecode doesn't use every element 2015-07-14 21:53:36 +02:00
baldurk ddd432f678 Add warning if dispatch has 0 dimension, and bounds-check on debugging 2015-07-09 20:42:34 +02:00
baldurk 6afbe8c92b Add exception handling on Clipboard.SetText, fall back to SetDataObject 2015-07-06 18:15:49 +02:00
baldurk 5a03794a5a Consistently treat file containing entry point as the 'main' file
* This fixes shader editing when the entry point file wasn't the first
  in the list.
* Might need better detection of the main file than just searching for
  the entry point substring - could produce false positives in other
  files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk 75a9bd4376 Expand out arrays of shader resources at lower priority than non-arrays
* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
  show up as one entry in the reflection data, so need to be expanded
  out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
  as only one gets used - this doesn't matter to us since only the used
  one will show up in the reflection data. Unless there's an array e.g:
  SamplerState foo[8] : register(s0); // [0] and [5] used;
  SamplerState bar    : register(s3);
  in which case foo[] appears in the reflection data for the sake of [0]
  and [5], and bar will appear too (causing an overlap between foo[3]
  and bar. Since we know the reflection data is unambiguous, we
  prioritise individual entries over array entries by listing them
  first and using the first match for any bindpoint.
2015-06-04 21:04:08 +02:00
baldurk 03a3bafaf9 Make #include filename searching case insensitive 2015-05-22 21:48:27 +02:00
baldurk 1ba89e4b16 Add Ctrl-C copy-paste handler to GL pipeline viewer
* Also fix a crash if ctrl-c is pressed while no log is loaded
2015-04-25 13:14:20 +02:00
baldurk c12df371d0 Handle shader filenames that are invalid paths
* If shaders are compiled directly via D3DCompile, the source filename
  can be anything, not necessarily a valid path, so need to handle this
  case.
2015-04-21 20:01:21 +02:00
baldurk 95f4011bcb Add option to favour monospaced font for all data. Refs #118
* The option will enable monospaced fonts for all data displays, like
  the list of events, API calls, etc as well as pipeline displays, entry
  of filename/directory in the capture window and many other places.
  Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
  windows) so that they didn't just barely overflow with the larger
  font.
* While looking at this, it became obvious that buffer viewers and
  constant bufferviewers should always display in monospaced regardless,
  so that has been changed.
2015-04-09 21:49:03 +01:00
baldurk c0be5552e8 Extract command line #defines to fxc, roll them in when editing shaders 2015-03-29 18:29:20 +01:00
baldurk 37c1cbffd9 Fix nested #includes not being replaced 2015-03-29 18:12:13 +01:00