Commit Graph

813 Commits

Author SHA1 Message Date
baldurk 119ff00440 Don't get cbuffer in constructor, do that in OnLogFileLoaded when shown 2016-10-21 21:44:24 +02:00
baldurk 7aec327133 Implement shader edit & replace for D3D12 2016-10-21 21:44:24 +02:00
baldurk 4545761f42 Unregister logviewer callback when constant buffer previewer is closed 2016-10-21 21:44:24 +02:00
baldurk 3e94689089 Add UAVs into UAV list 2016-10-21 21:44:24 +02:00
baldurk 6060bb9fcb Fix indirect enum order 2016-10-21 21:44:24 +02:00
baldurk 1c3b4dfc94 Add support for SM5.1 bytecode changes - primarily resource arrays 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 cc35215a12 Always call SetVariables from UI thread, don't use InvokeRequired 2016-10-21 21:44:24 +02:00
baldurk 9fb7cb81db Don't pass potentially remote path to Path.GetFileName. Refs #400 2016-10-19 19:14:58 +02:00
baldurk 459619ff0c Don't try to access file on local disk in statistics. Refs #400 2016-10-19 19:12:41 +02:00
baldurk cf5bf6f166 Track buffer usage as Indirect parameter buffer 2016-10-18 15:31:43 +02:00
baldurk 4253094557 Track resource event usage 2016-10-18 15:31:41 +02:00
baldurk 1f610a8b31 Treat D3D11 and D3D12 the same around the UI (for naming things, etc) 2016-10-18 10:38:53 +02:00
baldurk 820b343ef3 Remove redundant numSubresources struct member that was just mips*slices 2016-10-14 16:19:15 +02:00
baldurk c37ee2bb03 Display table index for root sig elements 2016-10-14 09:58:15 +02:00
baldurk cb406f67a9 Add previous/next drawcall buttons to event browser. Refs #389
* They also have the global shortcut ctrl-left arrow and ctrl-right.
* Also a couple of tweaks to find behaviour to act more intuitively to
  what other applications do - allow F3/shift-F3 without the find box
  highlighted, and don't clear out the find text when closing it.
2016-10-13 16:49:28 +02:00
baldurk 7cf7fc0c34 NULL out D3D12 pipeline state on close 2016-10-12 16:50:21 +02:00
baldurk aadde675a9 Fix crash when switching back to local context with connections open 2016-10-06 15:24:18 +02:00
baldurk fdedbaf103 Fix potential crash creating a brush for an empty rect 2016-10-06 14:15:37 +02:00
Michael Rennie 6931d0b954 Tool menu option to start the Android remote server.
The option launches a batch file that starts the apk in remoteserver mode,
as well as taking care of port forwarding.

Also have a batch file for manually starting and capturing an APK by its
package name. They are both copied to the TargetDir as a PostBuildEvent.
2016-10-06 13:14:42 +02:00
Adrian Bucur eaa85bf1fa Enable SPIR-V External Disassembler Tool
- Added the ability to select an external SPIR-V disassembler and to use
  it for editing any of the shaders in the pipeline.
  Tested with SPIRV-Cross (https://github.com/KhronosGroup/SPIRV-Cross)
  Fragment, Vertex, Geometry, Compute shaders
2016-10-06 13:02:23 +02:00
baldurk 2936756ddf Update texture display before updating visual range. Refs #388
* This was broken in 0f4d43cd37 which changed from specifying texture
  settings directly, to using them from the output's settings.
2016-10-06 12:49:46 +02:00
baldurk 0f4d43cd37 Make minmax/histogram aware of custom shaders. Refs #385
* This moves those functions relative to an output instead of the
  renderer, so they pick up the settings etc from the output
  configuration.
2016-10-04 19:54:30 +02:00
baldurk 9ee4653a7a Add triangle size overlay, showing heatmap of triangles < 4x4 in area 2016-10-02 20:04:43 +02:00
baldurk ade3794fd1 Change row resize mode for debug messages to avoid oscillation 2016-09-30 10:50:29 +02:00
baldurk a356aef23f Set default dimensions for main window to 1200x800 (if no layout) 2016-09-30 10:50:29 +02:00
baldurk 9f4a60028e Handle injecting environment variable params
* This also fixes the problem of capturing 32-bit programs with 64-bit
  RenderDoc failing to properly insert environment variables and
  error'ing when it tries to do it directly.
2016-09-28 17:55:45 +02:00
Matthäus G. Chajdas 220e214f4d Improve range display on group tree nodes in EventBrowser.
In the event browser, the tree nodes which can be expanded are always
showing a range (17-17) even if the range is a single item. This fix
changes that to 17.
2016-09-28 16:34:41 +02:00
baldurk bfcfcd37b5 Make sure DSVs show up with their view parameters properly. 2016-09-28 15:51:54 +02:00
baldurk 563fb2dd72 Improve the 'inject into process' UI a bit
* I'd still recommend against using this whenever possible, but there
  are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
  window title.
2016-09-26 19:09:46 +02:00
baldurk 43a2568f24 Double check whether invoke is required for SetVariables() 2016-09-23 14:08:43 +02:00
baldurk e12ebb67a3 Make IDX mesh view column a little wider to account for large indices 2016-09-23 13:28:34 +02:00
baldurk 3d9a32d4e0 Autosize the compute shader row, to account for the debug bit wrapping 2016-09-23 13:03:45 +02:00
baldurk 24bc741d8c Root constants are always 'filled' 2016-09-23 12:09:20 +02:00
baldurk 06e6677616 Divide up register spaces by shader stage (namespacing same as DX11) 2016-09-23 11:41:16 +02:00
baldurk 6fdc883388 Make sure to add a note if a resource is not visible 2016-09-22 17:52:25 +02:00
baldurk 5951ed723b Pass resource state data per-resource through for D3D12 2016-09-22 17:05:28 +02:00
baldurk db3181e7bb Implement D3D12 pipeline state, with shader resources 2016-09-22 16:55:41 +02:00
baldurk fa6bac0c49 Fill out all the CommonPipelineState functions for D3D12 2016-09-22 15:22:13 +02:00
baldurk b9b419c86a Process root signature elements into pipeline state 2016-09-22 12:05:47 +02:00
baldurk 0f660e3ec2 Create and fill out D3D12 pipeline state, without shader resources.
* We make shaders into fake resources with IDs, so they can be
  identified individually (for replacement, fetching reflection data,
  and things like that). This is a little but ugly but worth it for the
  simplicity it will provide everywhere else.
2016-09-22 12:05:47 +02:00
baldurk d40b87aed0 Rejig how root signature data is organised in pipeline state 2016-09-22 12:05:47 +02:00
baldurk 8b1a26287d Update D3D12 pipeline state to roughly match D3D12 state 2016-09-22 12:05:47 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk fa2be586cc Escape & in the text of drawcall nodes in event browser
* Otherwise it becomes a shortcut sequence for some bizarre reason
2016-09-19 18:31:24 +02:00
baldurk a2a63104dd When nudging with arrow keys, account for selected mip 2016-09-16 18:36:38 +02:00
baldurk 9e09386872 Handle VK_WHOLE_SIZE in buffer descriptor sizes 2016-09-15 17:46:36 +02:00
baldurk 2a27c94b1a When selecting a mip in a 3D texture, update slice list. Refs #359
* The sliceFace passed in via the replay interface is still in 0-n range
  with n being the top level mip dimension. We just change the drop-down
  so that it only lists the number of slices at that mip, and scales up
  accordingly.
2016-09-15 17:10:16 +02:00
baldurk 4377297544 Don't override user selected mip or slice for RO textures, or same draw
* This means we only jump to the 'active' mip or slice when switching to
  a new draw with some texture on output. This still lets us
  automatically follow through a mip generation chain or cubemap
  rendering, but when looking at a particular slice or mip on a texture
  it doesn't get reset when switching textures around.
2016-09-15 17:10:16 +02:00
baldurk c909c4e5b0 Make sure that 'selected' preview remains even if its thumb index moves 2016-09-15 17:10:16 +02:00