baldurk
eec6efc692
Add default case to switch statement
2018-10-11 12:19:06 +01:00
baldurk
d7b4609cbe
When formatting storage buffers in vulkan there's no root struct to skip
2018-10-11 11:09:37 +01:00
baldurk
0282c9a685
Fix pipeline state highlighting of disabled input attributes
...
* Using the row index is not accurate when some input attributes are disabled,
because they won't match up to the original index in the attributes list.
2018-10-11 11:09:36 +01:00
baldurk
b91d19e316
Generate better buffer format strings when opening VB or IB buffer views
2018-10-11 11:09:36 +01:00
baldurk
5472319025
When opening buffer textures, auto-generate a reasonable buffer format.
2018-10-11 11:09:36 +01:00
tabi.katalin
369d93b99c
Cycle active window with button
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A new button is added to the UI so that we can cycle the currently active window when there are more windows to capture. It's like pressing the F11 button but it works on Android too.
2018-10-10 10:19:43 +01:00
baldurk
c132142723
Remove unused lambda capture variable
2018-10-08 19:30:56 +01:00
baldurk
615b743b8e
Make shader debugging soft-blocking, pop up progress bar while working
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* 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
baldurk
045192bf9d
Invoke renderdoccmd as root on linux to install vulkan layer, not Qt UI
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* On linux sometimes you can't invoke a GUI application as root. To work around
this, we use renderdoccmd to register the layer if it's available, or fail if
it isn't.
2018-10-05 18:17:00 +01:00
Adam Sawicki
6b101335e6
StatisticsViewer::AppendShaderStatistics: Fixed typo.
2018-10-05 14:57:37 +01:00
baldurk
91ac88d6b5
Add an '(Active)' suffix on active APIs to be clearer about it
2018-10-04 16:07:36 +01:00
baldurk
995caa2636
Implement empty-marker hiding options for event browser
2018-10-04 16:07:36 +01:00
baldurk
ad5cfcd290
Pass through and display VAO object in GL pipeline state
2018-10-01 18:27:44 +01:00
baldurk
66e8c6f9ff
Don't set invalid zoom level when no previous texture size is set
2018-09-28 15:03:12 +01:00
baldurk
3893fc2567
Make sure to trim off filename for windows paths, or if there's no path
2018-09-26 13:26:11 +01:00
baldurk
4ac54ac554
Add VirtualFileDialog fall back if initial directory is invalid
2018-09-26 13:24:18 +01:00
baldurk
cd1d87daa1
Disable IA bytecode button when no capture is open
2018-09-25 18:39:59 +01:00
baldurk
fcb74d2f7c
Don't try to display vertex buffer if we should be using generics
2018-09-25 18:20:27 +01:00
baldurk
d0b650778b
Handle D3D12 register spaces with high values without full array size
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* 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
73ec1e1d37
Don't assume text output byte buffer is null terminated
2018-09-25 10:39:59 +01:00
baldurk
684e814eb7
Protect access to TextureViewer from custom shader editor
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* This means we don't crash if the custom shader editor is kept open even when
the texture viewer is closed.
2018-09-18 12:46:23 +01:00
baldurk
5a475211f5
Don't use QFileInfo to get directory part of remote path. Refs #1094
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* QFileInfo implicitly converts the path to the local OS's representation, and
we want to preserve the native path format.
2018-09-07 14:25:55 +01:00
baldurk
6bfb426ab1
Allow specifying {stdin} to specify that input is in stdin. Closes #709
2018-09-07 14:24:45 +01:00
baldurk
553a68de19
Add 'No to All' button when closing a capture connection. Closes #1101
2018-09-07 14:22:47 +01:00
baldurk
8a927f847c
Make warning about process injection restrictions more clear
2018-09-06 13:45:57 +01:00
baldurk
296050e298
Add copy progress bar for copies over target control connections
2018-09-06 13:17:12 +01:00
baldurk
0fbb717803
Allow hitting enter with a selected filename to enter a directory
2018-09-06 12:32:30 +01:00
baldurk
cca4d364bf
Save last capture path per remote host. Closes #1094
2018-09-06 12:30:03 +01:00
baldurk
5145478d19
Remove unused config variable LastCaptureExe
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* In the .NET UI this was used to pre-fill the executable selection dialog, but
it's unnecessary and hasn't been missed.
2018-09-06 10:59:15 +01:00
baldurk
a4e125f961
Fix thumbnails being drawn over whole resource preview
2018-09-05 09:58:16 +01:00
baldurk
6df1edaa10
Remove unused lambda capture variable
2018-09-03 14:12:20 +01:00
baldurk
5406227152
Call CreateWindowingData on the main UI thread
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* This allows mac to patch-up the widget to be renderable, and has to happen on
the UI thread.
2018-08-31 22:14:12 +01:00
baldurk
76d9ddd584
Improve highlighting of unbound vertex/index buffers in pipeline state
2018-08-28 18:23:57 +01:00
baldurk
5024f80ee9
Make code more robust if indexed draw has unbound ibuffer. Closes #1085
2018-08-28 18:23:57 +01:00
baldurk
a05d63852e
Fix label for shader processing tools in disassembly dropdown
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
1ee6ea3916
Make sure messages with bold tag are detected as HTML
2018-08-14 17:43:07 +01:00
baldurk
9b7581011e
Add a per-capture API to target control protocol
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* This means that if an application uses more than one API, the correct API is
listed for each capture.
2018-08-13 18:27:26 +01:00
baldurk
e2c6dc0317
Remove unused function
2018-08-10 18:12:29 +01:00
baldurk
b539eca0f6
Don't delete QProcess early if qrenderdoc takes too long to run
2018-08-10 18:12:28 +01:00
baldurk
197a279e31
Add missing override specifier
2018-08-09 17:53:50 +01:00
baldurk
3c7b420e59
Expand SPIR-V disassemblers to general shader processing tools
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* 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
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* 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
a4dfad6e82
Add a backend query to check shader encodings BuildTargetShader allows
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* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
2018-08-09 16:56:51 +01:00
baldurk
de59556c3b
Don't allow HTML pipeline export with no capture loaded
2018-08-09 16:56:49 +01:00
baldurk
2fc67467e2
Don't add empty API name to analytics - indicates failure to load
2018-08-09 16:56:47 +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
4e6c3ead41
Nudge users reporting bugs on old builds to update to the latest version
2018-08-07 12:42:51 +01:00
baldurk
feee30c15e
Set UI value of CaptureAllCmdLists from settings
2018-08-07 12:42:50 +01:00