baldurk
a2a63104dd
When nudging with arrow keys, account for selected mip
2016-09-16 18:36:38 +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
baldurk
ebbef4e1aa
Fix a crash if a barrier event happens not within a drawcall
2016-09-10 12:54:43 +02:00
baldurk
6921b37d8e
Don't display previews for sampler resources
2016-09-09 20:53:20 +02:00
baldurk
258da93e94
Speculative crash fix - ensure prev array slice is in valid range
2016-08-26 13:52:46 +02:00
baldurk
e8e3d50c86
Expose the different local and remote renderers to the UI
2016-08-24 15:53:58 +02:00
baldurk
a786ac2eab
When switching textures/events, leave pixel pick result valid
...
* This avoids a flicker when using remote replay while the pick result
comes in
2016-08-19 17:26:39 +02:00
baldurk
ebea48260d
Mark blocking invokes for painting as lower priority
...
* This allows them to be enqueued without the usual synchronous block
if there's something long-running on the queue while in remote mode.
2016-08-19 17:26:24 +02:00
baldurk
c4310373fd
clamp when assigning prevHighestMip, just in case
2016-08-12 15:57:00 +02:00
baldurk
9f9610ce6d
Recreate output windows after use, since D3D12 breaks them
2016-08-06 18:31:33 +02:00
baldurk
610b22f600
Fix a lot of high-contrast inconsistencies or brokenness. Refs #315
...
* In a couple of places I had to resort to if(IsHighContrast) but mostly
this is just using system brushes consistently or not assuming black
text.
* The default DockPanel theme doesn't work well, so make a minimal high-
contrast theme for it and assign it everywhere.
* The pipeline flow was using fixed colours, use system brushes for the
different elements and switch based on high-contrast to ensure active
and inactive stages are visible (using ActiveCaption looks bad on
normal themes because it's a big block of colour).
* For some reason the flat toolstrip renderer doesn't handle white-on-
black themes, but the system one does. It's a little clunkier but it
shows up correctly without writing tons of custom painting code.
* Range histogram uses a properly contrasting colour for the border.
* Treelist views use a better system colour for selected rows when
inactive and hovered rows (when high contrast).
* Mesh view grids have a system background instead of white
* Various things (pipeline state, mesh viewe) set text colour when
colourising backgrounds of things instead of assuming black.
2016-08-05 12:46:56 +02:00
baldurk
e8cb71a895
Add protection for buffer/texture viewer layouts failing to load.
2016-08-01 22:28:57 +02:00
baldurk
4f06161fb9
Update template custom shader to include UV, add new globals. Refs #304
2016-07-26 15:18:45 +02:00
baldurk
fbcd79b27d
Don't create thumbnails until output has been created
2016-07-25 18:27:21 +02:00
baldurk
ba7c6711ff
Hide *all* remaining thumbnails after setting the visible ones up
2016-07-25 18:27:17 +02:00
baldurk
170df95924
Make usage entries menu items not labels, to be clickable
2016-07-25 18:27:16 +02:00
baldurk
eaa53adbc3
For locked textures, reset type hint so they don't inherit from previous
2016-07-25 18:27:13 +02:00
baldurk
54ea69a619
Always enable custom shaders create button, prompt for name. Refs #304
2016-07-25 11:39:47 +02:00
baldurk
12a51ee5a4
Save display type (RGB vs custom) and custom shader per-tex. Refs #304
2016-07-25 11:39:46 +02:00
baldurk
5b74d2f90a
Add a little Ctrl-G popup on the texture viewer to jump to a pixel
2016-07-22 12:28:26 +02:00
baldurk
bde21b0c73
Render custom shaders at the selected mip level. Refs #302
2016-07-19 20:40:11 +02:00
baldurk
2b5e37b442
Make handling of mips more consistent around locked textures. Refs #292
2016-07-12 19:22:17 +02:00
baldurk
2a68153def
Make sure resource context menu items are large enough
2016-07-12 19:00:37 +02:00
baldurk
123476fd30
Allow fetching view params (bound mip, etc) for copy/compute. Refs #292
2016-07-12 18:48:03 +02:00
baldurk
53d739c659
Add fallback if miplevel doesn't have a selected value
2016-07-12 18:41:51 +02:00
baldurk
80b61b2e37
Fix picked pixel co-ordinates as well as hover co-ords. Refs #300
2016-07-12 18:39:10 +02:00
baldurk
e12d789a83
Fix incorrect use of texture height instead of mip. Refs #300
2016-07-11 18:54:22 +02:00
baldurk
ce2b7a88d3
Remove redundant word
2016-07-11 11:54:58 +02:00
baldurk
49dc23cb7e
Add compatibility for loading old layouts with bad checkerboard colours
2016-07-11 11:28:24 +02:00
baldurk
6608a965ed
Fix sRGB handling on clear colours
2016-07-10 18:10:06 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +02:00
baldurk
e8b3400ebb
Fix crash if tex doesn't have any settings yet
2016-06-28 11:38:07 +02:00
baldurk
edbd1ce89b
Pass through view format as a type hint to texture display/sampling
...
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
EecheE
e160457abb
Fixed null exception if Reset01 is clicked with no active texture.
2016-06-26 12:26:00 +02:00
EecheE
c52e763e8c
Changed default histogram range to [-1,+1] for snorm textures.
...
If viewing a SNORM texture, default histogram range is set to [-1,1]
instead of [0,1].
Added support for BC5U .dds fourcc code.
2016-06-25 17:14:41 -07:00
baldurk
3f4ec852ba
Pass through image layouts for vulkan and display in tooltips. Refs #199
...
* Semi experimental for now - I'm not convinced that having a tooltip
for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk
6ddba5f0ad
Don't default to max zoom when there's no current texture.
2016-06-09 10:49:04 -07:00
baldurk
65d407d5a8
Prevent custom shaders being added to the list twice
2016-06-09 10:49:00 -07:00
baldurk
306ebd1ad7
Fix a backwards compatibility issue causing some panels to go missing
2016-06-01 19:02:45 +02:00
baldurk
b74ad435e5
Add a 1:1 (zoom 100%) button. Refs #272
2016-05-26 23:58:58 +02:00
baldurk
274dbcd4ef
Remove unnecessary double-calls of OnLogfileLoaded(). Refs #267
2016-05-04 21:52:31 +02:00
baldurk
dc6962adee
Fix a crash if no texture is current when clicking view as buffer
2016-04-17 18:50:14 +02:00
baldurk
70b99a4412
Remove antiquated 'multiple frames in one capture' support.
...
* Cleans up the code a bunch, this support is unlikely to ever return
and if it does it will need a rethink anyway.
2016-04-13 00:28:09 +02:00
baldurk
009bfb2c74
Where possible apply offs/len knowledge when viewing buffers. Refs #224
2016-04-02 15:39:27 +02:00
baldurk
df5def2182
Add a "load texture as a buffer view" button. Refs #141
...
* This isn't a complete fix as the buffer gridview doesn't support 100s
or 1000s of columns, but it's a start and could be useful in some
cases.
2016-02-24 00:43:57 +01:00
baldurk
1f1694af4f
Keep pan consistent when switching between integer multiple textures
...
* Basically for downsample chains and the like, the pixels should now
exactly line up with each other rather than shifting back and forth.
2016-02-21 16:37:58 +01:00
baldurk
49669d676e
Identify depth textures by depth format, not just having DSV flag
2016-02-21 15:36:05 +01:00
baldurk
6bff873bf1
Fix incorrect calculation (off by one) when picking pixels & y-flipped
2016-02-19 11:08:36 +01:00