baldurk
08d2ad0294
Update vulkan headers to 1.4.307
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* Trivial promotion of these extensions:
- VK_KHR_depth_clamp_zero_one
- VK_KHR_compute_shader_derivatives
2025-02-13 18:32:21 +00:00
baldurk
2c5fee7c07
Set mesh viewer tables to always have a scrollbars
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* This can prevent a very rare resize loop
2025-02-07 11:28:25 +00:00
baldurk
fb5a6a6133
Fix regression that all D3D11 output targets were considered used
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* This would lead to them showing up as 'red' if they are unbound.
2025-02-05 16:36:55 +00:00
Faith Ekstrand
876212c4da
Add special cases for Fossilize encoding of mutable descriptors
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When mutable descriptor sets are used, Fossizlie needs the
VkMutableDescriptorSetCreateInfoEXT. However, instead of taking it raw
like some other inputs, it uses a simplified version that is just a list
of lists. If we give it full structs, Fossilize will crash. In order to
do this, we need a couple special cases.
2025-01-28 23:31:30 +00:00
baldurk
62a89fcf22
Quote newline entries for matrix CSV exports. Closes #3520
2025-01-16 12:04:15 +00:00
Jake Turner
f3bb7523b5
Reset the controlType current index to 0 in the BufferViewer constructor
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This keeps the UI display in sync with the code internal settings for camera choice i.e. FlyCam/ArcBall. During the constructor, the UI setup for the different axis mappings will call on_resetCamera_clicked() and that can change the controlType current index value to be different from the expected/desired default value of 0.
Closes#3509
2025-01-02 09:44:54 +00:00
Jake Turner
5cda9752e0
Display the D3D12 IA indexStripCutValue in UI control "Restart Idx"
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Previously "Restart Idx" was hardcoded to 0xFFFFFFFF
Show "Disabled" if the indexStripCutValue is D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED (0)
Similar UI behaviour to the GL pipeline state viewer
Closes#3508
2025-01-02 09:44:10 +00:00
baldurk
c9a621a812
List registers last in shader viewer tables
2024-12-19 15:13:52 +00:00
baldurk
5c73842332
Fix source variables not properly propagating updateID
2024-12-19 14:08:02 +00:00
baldurk
663ae9bc94
Update tip about attaching to running instances
2024-12-17 17:36:27 +00:00
baldurk
0880f7b0be
Remove unused help window button from extension manager
2024-12-13 16:48:16 +00:00
baldurk
0e406b0e4d
Fix some issues with descriptor display with inline UBOs
2024-12-09 16:19:20 +00:00
Jake Turner
11870b184a
ShaderViewer support for ShaderDirectAccess shader resources
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i.e. D3D12 SM6.6 HLSL Dynamic resources which index directly into the resource/sampler heap and not via shader bindings.
2024-12-04 13:40:17 +00:00
Honeybunch
3ea9735866
Mesh Shader Debugging
2024-11-20 10:50:14 +00:00
Jake Turner
2443dbcb55
Shader Editing: Fix problem where single Replace didn't work
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Use the same findHash string in performReplace() as in performFind() by including the find direction in the findHash in performReplace()
2024-11-09 07:07:11 +00:00
baldurk
ec261a2f85
Use API entry point not source entry point when decompiling source
2024-11-05 10:12:16 +00:00
Aras Pranckevicius
784156cc23
Disable "Recompress capture" on images
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When renderdoc opens an image file, it treats it as a
"somewhat special" capture. However compressing it only corrupts
the source image file, without doing anything useful. So disable
that menu item for "image" captures.
2024-11-04 17:24:38 +00:00
Shahbaz Youssefi
76b6d47f9c
Support VK_KHR_dynamic_rendering_local_read
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Fixes #3341
2024-11-04 16:58:03 +00:00
baldurk
ef1c633df3
Offset per-primitive data correctly when meshlet filtering
2024-10-31 12:47:18 +00:00
baldurk
e6d0d57f80
Wait for initial remote probe before connecting to server. Closes #3445
2024-10-21 14:30:37 +01:00
baldurk
f0389a6ccc
Fix crash if opening D3D11 cbuffer view with no shader bound
2024-09-24 14:14:13 +01:00
baldurk
1ca4b70bf9
Display quad overdraw as disabled when MSAA is enabled on vulkan
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* No API supports the quad overdraw with MSAA, but on other APIs it's feasible
to downgrade and render the overlay at single sampled. On Vulkan with
renderpasses this is not possible.
2024-09-09 14:45:30 +01:00
baldurk
109a6a427f
Allow executables to launch to be found via PATH. Closes #3403
2024-08-08 13:25:46 +01:00
baldurk
c75f1a1499
Clamp element size to avoid divide by 0
2024-07-15 16:44:23 +01:00
baldurk
cb46ec9c51
Set correct stage for fake copy descriptors in texture viewer
2024-07-13 22:30:08 +01:00
Jake Turner
51612fdc94
Vulkan PipelineState search for vertex attributes by register location
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Closes #3379
2024-07-10 13:34:30 +01:00
Jake Turner
1307393836
D3D11 PipelineStateViewer use UAV tag for CS UAV resources
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Fixes problem that going to a compute shader UAV Buffer would not show the correct format for the buffer
2024-07-02 13:49:44 +01:00
baldurk
41adeb65b1
Add UI to manage the list of ignored PDBs for callstacks. Closes #3329
2024-06-27 13:54:41 +01:00
baldurk
6990a6b046
Show - for byte offset when displaying specialisation constants
2024-06-27 13:54:41 +01:00
Jasmine Hansen
cb951ba689
UI support for shader objects
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Info queries for pipeline state viewer and descriptor sets
Shader editing
2024-06-25 17:55:10 +01:00
baldurk
0943d8882f
Harden descriptor access handling on both sides of the replay API
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* Avoid generating bad descriptor accesses in the first place, and make the
pipeline state more robust in that case so that it doesn't crash.
2024-06-25 17:25:16 +01:00
Cam Mannett
381ece60c6
Non-local child removal fix
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The frontend compares the registered child PIDs against the locally running ones, any that aren't in the list are removed - this is how dead procs are removed. Unfortunately this causes any children from a remote context to be immediately removed.
After discussion with upstream, the agreed solution was to prevent child removal entirely for remote contexts as long as clicking on dead children does nothing.
2024-06-20 11:40:26 +01:00
Louis de Carufel
71ac13e9bf
Bookmarks are now listed in menu.
2024-06-13 10:27:41 +01:00
Jake Turner
b7b5ec0c14
Remove device scaling factor from margins in the UI
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Makes ShaderViewer, Capture Comments and Python Shell margins look correct for non-unit system scaling
2024-06-12 16:37:02 +01:00
baldurk
9741bacc7b
Fix wrong number of shader stages in fixed array
2024-06-07 10:40:41 +01:00
baldurk
341f9a689b
Fix shader viewer bookmarks to work with editing and viewing shaders
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* Previously it was only applied for debugging shaders.
2024-05-31 15:26:07 +01:00
Louis de Carufel
0e64cc5368
Added shader viewer bookmarks and find shortcuts.
2024-05-24 10:35:06 +01:00
baldurk
47c5773d08
Fix crash in vulkan pipeline state viewer
2024-04-30 09:50:34 +01:00
baldurk
7e7bbf58a8
Reflect multiple entry points & ray properties from DXIL shaders
2024-04-26 13:55:19 +01:00
baldurk
bdc06af0de
Add reflection of acceleration structures in DXIL & new descriptor type
2024-04-19 10:04:26 +01:00
Jake Turner
4b9284ed8f
PixelHistory UI: improve detection of depth targets
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Use the same logic as TextureViewer to determine if the target is a depth target
Fixes issue of pixel history on typeless target cast to UNORM and used as depth i.e. shadow map
2024-04-15 16:54:53 +01:00
baldurk
431c11feb6
Fix warnings identified by clang
2024-04-10 22:17:14 +01:00
baldurk
1194531fc5
Add a descriptor viewer for showing all of a heap, root sig, or set
2024-04-10 18:58:53 +01:00
baldurk
153cd2aa16
Expose queries for descriptor stores and D3D12 root signature range
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* This will allow a UI viewer or consumer of the replay API to more easily query
'all' descriptors for a given store.
2024-04-10 18:58:53 +01:00
baldurk
12a17b12f4
Display push descriptor sets in vulkan pipeline state viewer
2024-04-10 18:58:52 +01:00
baldurk
0284d551ea
Switch from specific Attachment structs to using Descriptor for outputs
2024-04-10 18:58:52 +01:00
baldurk
6194d5a5a0
Rename resType to textureType in ShaderResource to be more accurate
2024-04-10 18:58:52 +01:00
baldurk
205ed0e6fa
Remove old shader bindpoint mapping handling entirely
2024-04-10 18:58:52 +01:00
baldurk
acc533ec60
Update Vulkan pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00
baldurk
5d13456a65
Update D3D12 pipeline state viewer to use new descriptor access
2024-04-10 18:58:52 +01:00