Commit Graph

92 Commits

Author SHA1 Message Date
baldurk 2bbe1a8cd9 Update shader viewer and debugging with new reporting for shader binds
* This shifts from reporting from the old style bindset/bind to the new system
  of only referencing by shader interface and index (independent of binding
  model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
  access and descriptor contents in a fashion friendly to interface-index
  lookup.
2024-04-10 18:58:51 +01:00
Jake Turner 3cb8998841 Vulkan DebugPixel support for multiview debugging
Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews
2024-03-13 07:58:48 +00:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
Artur Wojcik bae0d1992b MiniQtHelper: add ProgressBar widget 2022-11-28 14:41:00 +01:00
Artur Wojcik 789a2a131c Use the previous naming to keep source compatibility 2022-11-17 19:22:40 +01:00
Artur Wojcik e630515813 MiniQtHelper: upgrade ComboBox widget
Added interface functions:
    - GetComboBoxCount() the function returns the number of
      combo box options currently set,
    - SelectComboBoxOption() - selects an active combo box
      option by name from the list of set options.

Updated interface functions:
    - Changed SetComboOptions() to SetComboBoxOptions to keep
      consistency in naming.
2022-11-17 19:22:40 +01:00
baldurk e061ea3b2e Improve handling of compilers & command line for edited shaders
* We store the compiler used (when known) in shader debug info and use that to
  select the compiler for editing as even higher priority than the default for a
  given language/encoding combination.
* We also ensure that for known tools we add the input and output parameters
  last, after any custom parameters, so that they are always present regardless
  of what the user puts in.
2022-08-10 14:56:44 +01:00
baldurk 94d1ce3917 Cache text for GPUAddress values properly 2022-08-04 16:56:32 +01:00
baldurk 43fa3cd94b Use BufferViewer for viewing constant buffers
* Unifying these views means that constant buffers have all the same
  reformatting and it avoids having multiple paths for what is now effectively
  the same control (a buffer can either have fixed data, repeating data, or
  both)
2022-05-20 14:15:30 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 3ac4bd0ebd Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros
  to abstract away binding differences between APIs, so custom shaders will be
  more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
  won't break on vulkan because they refer to incorrect binds.
2022-01-31 19:14:08 +00:00
baldurk 966ab0a738 Add command line option to qrenderdoc to run a script with the UI open 2021-11-17 15:52:52 +00:00
baldurk d4a5592780 Add functionality to reset an edited shader to original. Closes #2334
* We also add the ability to toggle on/off the replacement being active without
  needing to intentionally add a compile error (and this also makes it more
  explicitly clear when the shader replacement is enabled or not. This could be
  useful for quick A/B testing between the edited version and the original.
2021-11-02 14:09:50 +00:00
baldurk 620e75c2a1 Add a system for backends to handle device lost/OOM errors and report it
* The UI will become non-functional and the backend will be replaced with a do-
  nothing one that keeps things alive without needing error bulletproofing
  everywhere in the real backend.
2021-08-18 20:12:07 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
baldurk b4ec703d97 Expose shader printf messages in the UI 2021-05-11 16:15:31 +01:00
baldurk 95e6a4a971 Respect font scale for fixed-width fonts 2021-04-12 13:04:02 +01:00
baldurk 4d16c3e44c Add function to close top level windows to MiniQtHelper 2021-01-27 16:05:03 +00:00
baldurk 03db0c480e Fix override warning 2021-01-15 21:40:24 +00:00
baldurk 1ce0958398 Add helper for setting images in labels 2021-01-15 12:36:14 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk 6b8ce92d88 Clean up docstrings in python interfaces to be strictly typed/formatted
* Also added a script that can run as part of CI to verify that the docstring
  matches, by generating a regex from the docstring documented parameter types
  and return type and making sure we find a match within the C headers. This
  ensures all parameters are documented with the right types, no extra
  parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
  mention a renderdoc type, they need to scope it properly.
2020-12-07 17:44:51 +00:00
baldurk 0d1f6e3940 Add helper to invoke back onto the UI thread from the replay thread 2020-12-03 14:17:42 +00:00
baldurk a8a40ca3d6 Add the ability to create spacers, for better layouts 2020-12-03 13:24:56 +00:00
baldurk a176849962 Add some new helpers for managing widgets 2020-12-03 11:24:39 +00:00
baldurk 3f5a911483 Refactor CustomPaintWidget to handle widget recreation internally
* This allows us to expose to to python as a easy-to-use "replay output ready"
  widget.
2020-11-19 14:47:11 +00:00
baldurk 0aefcced95 Add a small interface into Qt widgets to our own python wrapping
* This by no means replaces PySide2, but it allows python extensions to write
  simple UIs without needing to rely on PySide2, which might not be available
  (generally all windows builds have it as well as recent binary linux builds,
  but local windows builds may not and most linux builds probably won't).
2020-11-18 18:21:20 +00:00
baldurk 806187f613 Save and load edited shaders as capture modifications
* When a shader edit is loaded with a capture, it's loaded as "pending" and not
  immediately applied.
2020-10-21 14:14:20 +01:00
baldurk 410df92bd7 Add function to connect to a remote host from python 2020-04-13 13:19:09 +01:00
baldurk 9ba81634b4 Improve the title of shader edit windows 2020-04-03 15:19:28 +01:00
baldurk 590785c470 Mark edited resources with an (Edited) suffix on their names 2020-04-03 15:19:28 +01:00
baldurk 936e6372cb Remove use of 3rdparty/ prefix from includes
* We instead always have 3rdparty/ in the relevant include search paths and rely
  on that. Each library still has its own unique base dir within 3rdparty to
  clarify where the include is coming from.
2020-03-11 18:00:53 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 27098f8f70 Give our threads debugger-friendly names 2019-12-19 21:50:13 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that
  contains the array slice, mip level, and sample. We remove the concept of
  'MSAA textures count samples as extra slices within the real slices' and
  internalise that completely. This also means we have a consistent set
  everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
  parameters from the texture viewer configuration are now in the
  ReplayController and take them explicitly. This includes GetMinMax,
  GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
  custom shader texture or the overlay texture you need to pass that ID
  directly.
2019-11-26 17:38:25 +00:00
baldurk 20be9f3d52 Add ReplayOptions struct to contain replay-time configuration
* Not currently exposed to the UI or used by the drivers, we just pass the
  default object through
2019-08-27 18:51:56 +01:00
baldurk 93a546ab4b Remove extra dos newlines from scintilla editor. Closes #1493 2019-08-12 17:53:22 +01:00
baldurk 039b65f89f Add a viewer of the diagnostic log in the UI itself 2019-06-27 10:22:13 +01:00
baldurk 694524c7bd Allow querying the shader encoding supported by custom shaders
* This is distinct from target shaders in the remote proxy case - custom shaders
  are built locally.
2019-05-22 16:09:18 +01:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk 317e89f7cb Add QIODevice::Text for text writing, to convert newlines. Refs #1246 2019-01-28 19:55:39 +00:00
baldurk dd3a352408 Add registration and loading of extensions through a management window 2018-10-23 14:23:11 +01:00
baldurk 5406227152 Call CreateWindowingData on the main UI thread
* 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 197a279e31 Add missing override specifier 2018-08-09 17:53:50 +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 a4dfad6e82 Add a backend query to check shader encodings BuildTargetShader allows
* 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 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