baldurk
f0c8efe24d
Change colors on timeline bar pips to be color blind friendly.
2018-06-23 10:10:49 +01:00
baldurk
89637d8b35
32-bit compile fix
2018-06-22 21:36:06 +01:00
baldurk
286446b008
Fix threading memory corruption with remote host probe
2018-06-22 19:28:35 +01:00
baldurk
ec2806df06
Add context menu for manipulating watch panel
2018-06-22 19:28:34 +01:00
baldurk
fc3e527181
If D3DCOMPILE_SKIP_OPTIMIZATION is set, prefer source-level debugging
2018-06-22 19:28:34 +01:00
baldurk
04f214c768
Add toolbar button to switch between HLSL and assembly debugging
...
* This hopefully makes the HLSL debug mode more obvious to people.
2018-06-22 19:28:34 +01:00
baldurk
c5689827a9
Allow clicking anywhere in rX.xyzw to highlight register
2018-06-22 19:28:34 +01:00
baldurk
c0317855f8
Show tooltips for known local variables and constants
2018-06-22 19:28:34 +01:00
baldurk
2a6a0f0f95
Support local variables in watch expressions
2018-06-22 19:28:34 +01:00
baldurk
1761f5ab36
Highlight variables/registers that have changed
2018-06-22 19:28:33 +01:00
baldurk
5b3a12cd0c
Save and restore tree expansion state when repopulating locals widget
2018-06-22 19:28:33 +01:00
baldurk
cb0df2c844
Combine together structs/arrays in HLSL locals panel
2018-06-22 19:28:33 +01:00
baldurk
880f529fda
Change mapping representation to be gather-based per variable
...
* Instead of having an N:N mapping of parts of variables to parts of registers,
instead we gather everything together under each variable and it has a list of
registers that comprise it.
* Any gaps are represented as undefined register mappings, for components that
aren't available in any register.
2018-06-22 19:28:33 +01:00
baldurk
8b5ab06da7
Rename variables panel to registers
2018-06-22 19:28:32 +01:00
baldurk
06b7e39c26
Don't crash if stepping back from last instruction
2018-06-22 19:28:32 +01:00
baldurk
377715a61f
Don't create tabs for completely empty files in shader viewer
2018-06-22 19:28:32 +01:00
baldurk
2b7d9aea38
Create a line-to-instruction map to allow breakpoints/cursor-run in HLSL
2018-06-22 19:28:30 +01:00
baldurk
52e9a6c01d
Pass through line-mapping information for each instruction to UI
...
* This lets the UI highlight the source line as stepping happens, as well as
allowing stepping purely in HLSL.
2018-06-22 19:28:30 +01:00
baldurk
ff9f5675e9
Display high-level language locals corresponding to registers
2018-06-22 19:28:30 +01:00
baldurk
e2dcd902cd
Gather and display callstack information during shader debugging
2018-06-22 19:28:30 +01:00
baldurk
24adf08a75
Remove references to deleted CommonPipelineState
2018-06-21 17:46:15 +01:00
baldurk
f1318b0961
Don't use LastCaptureFilePath for import file browser
2018-06-21 17:46:15 +01:00
baldurk
c4c4c4b67d
Display multiview state in vulkan pipeline state viewer
2018-06-19 20:48:30 +01:00
baldurk
53364adeef
Support mesh output from different view indices on vulkan
...
* When using VK_KHR_multiview you can select which view to view the mesh data from.
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
...
* 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
4561b55464
Persist a default browse directory for file dialogs, if none is provided
...
* This provides a slightly more sensible default than the application working
directory.
* The default is shared across all dialogs and open/save.
2018-06-15 19:40:54 +01:00
baldurk
093e8a6b40
Support NewFloatingArea and LastUsedArea properly in AddDockWindow
2018-06-14 17:57:31 +01:00
baldurk
bf70aeb64d
Handle None being passed from Python for a QWidget pointer
2018-06-14 17:56:18 +01:00
baldurk
2c8674790c
Add spacers in pipeline view for if all groups are collapsed
2018-06-13 09:17:03 +01:00
baldurk
d9bab79dbc
Allow clicking on labels of collapse group boxes to toggle
2018-06-13 09:17:03 +01:00
baldurk
9b25f3948e
Fix copy-paste error of shader output values in wrong places in history
2018-06-07 16:08:28 +01:00
baldurk
72b40769b5
Add support for D3D12 up to D3D12.3. Closes #966
2018-06-07 14:49:07 +01:00
baldurk
4de23d8d8b
Fetch enough data even for odd vertex attribute offsets. Closes #1007
2018-06-05 21:08:06 +01:00
baldurk
c2c0433999
Fix logic/blend enabled being wrong way around on D3D12 too
2018-06-05 21:08:06 +01:00
baldurk
fe8cbfcc8c
Handle different actual indices vs. displayed indices exporting VS Out
...
* For VS Out data the actual offsets may be different than displayed, so we
calculate manually rather than querying the model for each index.
2018-06-04 20:12:27 +01:00
Jake Turner
e8c5cc7628
Fix -Wunused-lambda-capture warning errors on xocde93
2018-06-01 09:07:58 +01:00
baldurk
8dd69268ba
As a last fallback in replay loop, use biggest colour rendertarget
2018-05-25 18:32:31 +01:00
baldurk
01a31b51d8
Print error if GUIInvoke is called with NULL object
2018-05-25 14:21:17 +01:00
baldurk
858b02480b
Pass command-line args as 'intent args' when launching apk. Refs #987
2018-05-24 21:42:29 +01:00
baldurk
206e0f1188
Add quality-of-life/convenience accessor functions to SDObject
2018-05-24 21:42:29 +01:00
baldurk
b3bc00738d
Don't enumerate window titles when we just need a list of PIDs
2018-05-23 17:28:56 +01:00
baldurk
ab9a212b8d
Update qprocessinfo to 0d591f19f17805d65ef4880c3fc51021523003df
2018-05-23 17:28:42 +01:00
baldurk
0a041601f8
Update toolwindowmanger to d602babc98639c5d8206f1667f95062b2f3709fc
2018-05-23 17:22:18 +01:00
baldurk
851a88133a
Remove the 'save all initials' option. Behave as if it's always enabled
...
* This option has always been a mixed bag - when originally written captures
weren't compressed at all so saving the cost of a initial contents on a
gbuffer would have a significant savings.
* Now with compression the savings are lesser, and it's a source of
bugs/confusion for the case where either a bug is caused by leaking data from
the previous frame or worse still the contents are discarded incorrectly.
* D3D11 will now behave as the other APIs will - saving initial contents
whenever needed even if they seem like they might not be used.
2018-05-23 16:08:44 +01:00
baldurk
85b35cd352
Set usage panel in resource inspector to auto-resize columns to fit data
2018-05-17 15:04:40 +01:00
baldurk
72eb734964
Correctly pass selected primitive to DebugPixel from pixel history
2018-05-17 01:35:26 +01:00
baldurk
d8a64c4172
Fix compilation on GCC 8. Closes #984
2018-05-15 19:44:17 +01:00