baldurk
ad5cfcd290
Pass through and display VAO object in GL pipeline state
2018-10-01 18:27:44 +01:00
baldurk
cd1d87daa1
Disable IA bytecode button when no capture is open
2018-09-25 18:39:59 +01:00
baldurk
d0b650778b
Handle D3D12 register spaces with high values without full array size
...
* Technically register space values are arbitrary so the array should not be
resized to account for all space indices, in case one is very large.
2018-09-25 17:24:01 +01:00
baldurk
76d9ddd584
Improve highlighting of unbound vertex/index buffers in pipeline state
2018-08-28 18:23:57 +01:00
baldurk
babe36bf7e
Preserve stdout/stderr from external shader tools and display to user
2018-08-15 13:40:21 +01:00
baldurk
e2c6dc0317
Remove unused function
2018-08-10 18:12:29 +01:00
baldurk
3c7b420e59
Expand SPIR-V disassemblers to general shader processing tools
...
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
2018-08-09 16:56:53 +01:00
baldurk
a81e4a2b45
Pass through and allow different source shader encodings when editing
...
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
2018-08-09 16:56:52 +01:00
baldurk
24a5375133
Disable shader buttons when no shader is bound
2018-08-09 16:56:52 +01:00
baldurk
de59556c3b
Don't allow HTML pipeline export with no capture loaded
2018-08-09 16:56:49 +01:00
baldurk
d7e4060698
Make sure we don't open a shader viewer with an unbound shader
2018-08-07 12:42:52 +01:00
baldurk
c4c4c4b67d
Display multiview state in vulkan pipeline state viewer
2018-06-19 20:48:30 +01:00
baldurk
e87eacb2a0
Fix switching between pipeline state viewers
2018-06-19 12:38:18 +01:00
baldurk
0dda96a045
Change previous/next/parent IDs in DrawcallDescription to pointers
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* This is a legacy holdover from the C# interop not being able to preserve
pointers easily.
2018-06-18 18:39:06 +01:00
baldurk
14e3a3d360
Move API-agnostic pipeline state wrapper into core interface
...
* There's no need for this to be in the UI, and moving it allows it to be used
from script which is very useful.
2018-06-18 18:39:06 +01:00
baldurk
45c3c27923
Rename DrawFlags::UseIBuffer to DrawFlags::Indexed
2018-06-15 19:40:54 +01:00
baldurk
2c8674790c
Add spacers in pipeline view for if all groups are collapsed
2018-06-13 09:17:03 +01:00
baldurk
72b40769b5
Add support for D3D12 up to D3D12.3. Closes #966
2018-06-07 14:49:07 +01:00
baldurk
c2c0433999
Fix logic/blend enabled being wrong way around on D3D12 too
2018-06-05 21:08:06 +01:00
baldurk
b213d54c1d
Account for added Divisor column when setting up vulkan pipeline state
2018-05-14 16:41:25 +01:00
baldurk
a45c222941
[Coverity] Remove redundant if() comparisons
2018-05-08 12:10:19 +01:00
baldurk
082ab4d75d
GUIInvoke takes a QObject* to avoid callbacks after object lifetime
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* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
2018-05-08 11:54:34 +01:00
baldurk
3380379aac
Fix copy-pasted tooltips mistakenly saying "Save Shader SPIR-V"
2018-05-04 13:36:43 +01:00
baldurk
b1008ceb82
Add index buffer binding offset to byte offset when opening buffer view
2018-05-03 14:25:37 +01:00
baldurk
9b2e515be5
Fix UBO state display wrt/ GL reflection re-sorting. Closes #965
2018-04-30 11:42:41 +01:00
baldurk
5698c46277
Use collapsing group boxes on pipeline state viewer
2018-04-26 13:37:57 +01:00
baldurk
f87338dc0e
Add support for VK_EXT_vertex_attribute_divisor
2018-04-25 19:11:04 +01:00
baldurk
bbc0581e7e
Implement support VK_EXT_conservative_rasterization. Closes #898
2018-04-24 19:23:51 +01:00
baldurk
94548886eb
Implement VK_KHR_push_descriptor extension. Closes #905
2018-04-24 14:41:57 +01:00
baldurk
550f4f4424
Add extra column of empty data for unbound sampler row
2018-04-20 16:37:00 +01:00
baldurk
172e937206
Pass through and display format for texel buffer views. Closes #957
2018-04-20 15:40:21 +01:00
baldurk
701fd0282a
Only append comparison/min/max status to filter, don't replace
2018-04-20 15:40:20 +01:00
baldurk
e51a14f18a
Fix display of RTVs and DSVs in D3D12 pipeline state viewer
2018-04-13 16:43:44 +01:00
baldurk
3129a44495
Actually comment out skipped fixed-size members. Closes #948
2018-04-06 14:11:52 +01:00
baldurk
0ecc8ed0e5
Fix a reported NULL pointer dereference when exporting GL state to HTML
2018-04-04 17:53:28 +01:00
baldurk
0cbcba2413
Fix issues with displaying UAVs in D3D12 pipeline state. Closes #926
2018-04-03 17:10:16 +01:00
baldurk
2d8981faf5
Fix backwards logic enabled/blend enabled columns in D3D11 pipe state
2018-04-03 17:10:08 +01:00
baldurk
71992c3967
Fix incorrect view details tooltip formatter
2018-03-05 12:40:41 +00:00
baldurk
9548f74f16
Only set ShaderEditing analytic bit when saving, not first editing
...
* This means if someone just clicks to edit but doesn't actually edit,
won't register as having used the feature.
2018-03-02 14:31:01 +00:00
baldurk
d1df4bdcc1
Append shader entry point and filename to existing resource IDs
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* This way even if shader debug info is present there are still resource
links.
2018-03-01 18:45:33 +00:00
baldurk
c445395967
Use sampler resourceId for sampler resource rows
2018-03-01 18:45:33 +00:00
baldurk
e060c1b410
Format stencil references as 8-bit integers, not 32-bit
2018-03-01 18:45:32 +00:00
baldurk
04034c334b
Gather pixel history panels together instead of making new dock for each
2018-02-19 00:52:13 +00:00
baldurk
ccffa7656a
Specify byte range for cbuffers in D3D12 pipeline state
2018-02-06 00:21:10 +00:00
baldurk
ec68f9ec0e
Only print real bools as True/False, not anything that can convert
2018-02-02 16:09:25 +00:00
baldurk
65ef82466c
Re-organise Analytics structures a bit to be more processing friendly
2018-01-19 13:57:02 +00:00
baldurk
b5d9034698
When opening raw index buffer view, multiply offset by index width
2018-01-11 13:48:33 +00:00
baldurk
e305029ddd
Update copyright years to 2018
2018-01-01 17:55:29 +00:00
baldurk
203dca8434
Split out invocation of SPIRVDisassembler into member function
2017-12-22 17:03:08 +00:00
baldurk
ebaefc82a9
Normalise and make python/public interface more consistent
...
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
2017-12-22 13:02:36 +00:00