Commit Graph

165 Commits

Author SHA1 Message Date
baldurk 0df6e36ff5 Allow displaying any semantics as 'position' on mesh output view
* This means you can visualise the UVs directly, not just as a colour
  on the regular mesh.
2014-12-20 19:54:52 +00:00
loosche 9ef5080302 Change the normalized UV formatting to use Formatter.Format() instead of
doing it myself.
2014-12-19 00:31:17 -08:00
loosche 5f3b535d31 Add normalized UV coordinates to the TextureViewer window. 2014-12-19 00:11:19 -08:00
baldurk 6b34b5815d Don't kill connection thread if user cancels closing 2014-12-18 18:02:50 +00:00
baldurk e1d01970c6 Add fetching of Indirect params, and stepping through MultiDraw calls
* This means glMultiDrawIndirect is fetched, decomposed into child draw
  calls and you can step through them individually
2014-12-14 12:17:38 +00:00
baldurk a777a13021 Custom shaders should not blend, make channel buttons visible
* The RGBA channel enable buttons were applying anyway, they were just
  being hidden.
2014-12-11 19:49:03 +00:00
baldurk af0b869dee Fetch compute shader tex resources if it's a compute drawcall 2014-12-07 15:24:49 +00:00
baldurk fb8e6ac382 Output signature readwrite mask denotes unused, not used elements
* Credit to unbird from
  http://www.gamedev.net/topic/663475-renderdoc-weird-output-signatures/
  for identifying this :).
2014-12-06 20:58:37 +00:00
baldurk 69562fb82d Handle invalid index type reasonably gracefully 2014-12-02 00:16:29 +00:00
baldurk 52476118de Support doubles in shader vars natively, not packed in 2*uint32 each 2014-12-02 00:16:12 +00:00
baldurk c51fade47a Add support for texture rectangles. See gl-330-texture-rect 2014-12-01 22:55:35 +00:00
baldurk 49b2b2d2df Handle empty indices array without crashing 2014-12-01 13:14:43 +00:00
baldurk b6ba100ed1 Add a couple more buffer creation flags 2014-12-01 12:41:00 +00:00
baldurk 322c341fa2 Make it more obvious when input assembler buffers are not set. 2014-11-29 00:36:06 +00:00
baldurk ea8203e160 Add backface culling overlay 2014-11-27 23:36:06 +00:00
baldurk 2040a57e5d Check for new versions even if we think one is available
* This way if someone updates their install without clicking the menu item
  to clear this flag, it will still detect the update after a few days.
* (And when I forget to update which beta is latest, it will fix itself
  eventually. Oops).
2014-11-27 21:08:41 +00:00
baldurk 8b4475c73d Update mesh columns properly, and use correct stage when specified 2014-11-27 19:26:29 +00:00
baldurk d585c25633 Slightly expand pixel history column widths
* Should make exponential float values more obvious/visible.
2014-11-27 18:50:51 +00:00
baldurk 2484bc8bc7 Use UTF-8 everywhere possible and only use wchar_t where required.
* This means that all APIs pass byte string types. ALL strings everywhere
  in the entire codebase must be assumed to be and treated as UTF-8 content
  not ASCII.
* Gets rid of all the horrible %hs specifiers that caused warnings on
  linux! Hooray.
* We convert to wide strings, or use wide characters, only when necessary
  to use the Win32 API. Some windows specific code will stay in wide chars
  just for convenience.
* Files are already serialised as UTF-8 strings for linux/windows binary
  compatibility, so this change doesn't break backwards compatibility.
2014-11-23 14:45:16 +00:00
baldurk 3abdff49a7 Catch & ignore InvalidOperationException when scrolling
* Fix for a crash report - this exception can be thrown sometimes if the
  window is really small.
2014-11-22 09:50:19 +00:00
baldurk caa5e06644 Fix for crash report - check that event label is non-null 2014-11-22 09:49:36 +00:00
baldurk 65df5a9192 Check file hasn't been removed out from under us before saving 2014-11-15 12:21:27 +00:00
baldurk ecbd919d05 Try to preserve horizontal scroll between events on mesh view 2014-11-13 22:21:09 +00:00
baldurk 551b0372c8 Allow fully flexible display of position&other component on meshes
* You can choose which component will be used as 'position' when rendering
  vertex inputs. Helpful if a position component isn't auto-detected, or
  if you want to render UV co-ordinates onto the screen.
* Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh
  you can choose a secondary column yourself.
* Also the solid shading options are available on vertex output meshes as
  well as inputs.
2014-11-13 18:37:58 +00:00
baldurk b255f5bc36 Protect against ArgumentException in Timeline Bar paint
* Crash report was submitted indicating a crash here, which is either
  memory issues or momentarily crazy-large window. We can catch the
  exception and just clear to black.
2014-11-12 23:38:40 +00:00
baldurk 8ca8ac4ab3 Fix range becoming 0 if both min and max were negative 2014-11-02 19:05:42 +00:00
baldurk 6308d78cd4 Implement debug device/debug api message tracking for GL 2014-11-02 10:52:24 +00:00
valeriog d18557239f Added visualization of rasterizer state for OpenGL. 2014-10-31 19:40:16 +01:00
baldurk 63d1f868ac Have captures listed on overlay decay after 20 seconds 2014-10-31 00:35:54 +00:00
baldurk 09f8dc93dc Better handling of NaN/inf in range histogram
* This is the proper fix for 87bcde1c which is also more explicit about
  what is going wrong. Thanks to the anonymous user who mentioned that they
  clicked auto-fit before hitting the range histogram crash, which got me
  on the right path to track down the exception!
2014-10-30 22:55:42 +00:00
valeriog 91871a7a18 Fixes for pull request #101 2014-10-28 20:27:33 +01:00
valeriog 71b10310cd Reduce thread spawning in python script trace callback and highlight the line where an exception happens. 2014-10-28 18:08:55 +01:00
baldurk f45b2870d1 Prevent crash when custom cbuffer format is larger than buffer 2014-10-22 23:09:44 +01:00
baldurk 16a489c7a5 Handle case where input signature has been stripped from bytecode
* This was found on a flash stage3d sample, where if the input signature
  is stripped, some signature elements can be completely missing, causing
  a mismatch when trying to obtain the inputs for pixel debugging.
* In this case, we try to fill in from the previous shader, and if that
  fails just inserting a dummy element and hoping for the best.
2014-10-15 19:51:32 +01:00
baldurk 32eadbcade Remember last filename as well as last directory for capturing 2014-10-15 18:45:31 +01:00
baldurk 87bcde1c4c Speculative fix for System.OverflowException
* Crash report came in with System.OverflowException inside FillPolygon,
  but I don't see a way for these values to get too large (or invalid
  some other way).
2014-10-13 20:07:09 +01:00
baldurk 29894e4db3 Add Interactive/script running python shell window 2014-10-10 21:30:40 +01:00
baldurk 1c306fb155 Make sure public function is properly invoked :) 2014-10-10 21:23:38 +01:00
baldurk 9907abcc9b Add IronPython 2.7.4 to project 2014-10-09 18:25:47 +01:00
baldurk 3bd5f028dc Take UAV type from resource not shader type, for correct size 2014-10-09 08:17:38 +01:00
baldurk ed1b03fe68 Hide highlight verts button when not in mesh view 2014-10-08 22:08:55 +01:00
baldurk 333ade7201 Handle drawcalls of 0 indices/vertices without crashing. 2014-10-08 22:07:59 +01:00
baldurk 96dc252d4b Add HTML export for D3D11 pipeline state viewer. Closes #92 2014-10-07 23:20:43 +01:00
baldurk deffa8c68e Add displayable string representation for primitive topology 2014-10-07 23:20:19 +01:00
baldurk 37e4209cc9 Remove MipSlice parameter to make things a little simpler 2014-10-07 23:19:57 +01:00
baldurk 9793ac6312 Add a default copy paste handler for tables in pipeline state. Refs #92 2014-10-07 00:27:06 +01:00
baldurk 50626337da Copy handler for texture viewer that copies status text. Refs #92 2014-10-07 00:11:28 +01:00
baldurk cfbdc98212 Re-hook up KeyDown handler that mysteriously went missing. Refs #92 2014-10-07 00:11:23 +01:00
baldurk e8f25d4067 Make sure menu-strip export comes from selected buffer view. Refs #92 2014-10-07 00:11:10 +01:00
baldurk f3f3e7629f Disable verify map writes by default 2014-10-06 17:41:10 +01:00