Commit Graph

165 Commits

Author SHA1 Message Date
baldurk 640d8aac49 Don't include Present() with others in auto-marker groups 2014-09-06 12:59:29 +01:00
baldurk 543165cece Give the shader viewer a better disambiguating title when debugging 2014-09-06 11:45:51 +01:00
baldurk bfffc2110a Change settings title to 'Settings' not SettingsForm 2014-09-06 11:32:27 +01:00
baldurk 04335a7179 Highlight groupshared memory registers on click 2014-09-03 23:12:16 +01:00
baldurk 0dbf879e7d Add small timeouts to blocking recv/send so we don't spin forever 2014-09-02 00:16:17 +01:00
baldurk 960387d485 Add a command line parameter --remoteaccess to connect to instance
* This is useful in e.g. a renderdoc-aware application that has voluntarily
  injected renderdoc, and then wants to boot the UI to automatically open
  up the management connection
2014-09-01 21:15:23 +01:00
baldurk d8daa093c5 Fix brain-dead filling of right click menu that was really slow. 2014-09-01 18:50:08 +01:00
baldurk 89e90f8c36 Replace mip selection with sample idx when viewing Tex2DMS. Refs #79
* Also for float/unorm texture add an additional "resolved" option that
  just does an unweighted average of all samples, which is the behaviour
  from before (assuming that's what ResolveSubresource does).
2014-08-29 01:54:14 +01:00
baldurk d7ffb16a72 Add whitespace before C# exception in log 2014-08-25 22:05:04 +01:00
baldurk e68162ccb3 Bump version numbers to 0.21, as we're closer to that than 0.20 now 2014-08-25 12:41:30 +01:00
baldurk be3ee7f915 Add support for 'beta' builds
* Beta builds will be between nightlies and official releases in terms of
  stability. Tested at least to make sure there are no obvious bugs, but
  haven't been through 1-2 weeks stabilising period.
* Beta builds will upload crash reports, so I can get early warning of any
  bugs that are creeping in on master.
2014-08-25 12:41:29 +01:00
baldurk 497558f338 Display shader output as ints if that's the target format type 2014-08-24 12:38:44 +01:00
baldurk 461588ae1e Always SRGB correct colour for display 2014-08-24 02:02:54 +01:00
baldurk 24ed434bcd Change up pixel history UI to show individual fragments 2014-08-24 01:00:28 +01:00
baldurk d55be5f687 Duplicate up pixel modifications based on # frags 2014-08-24 01:00:18 +01:00
baldurk 5ed280ae33 Markers don't increment drawcall ID, use eventID for prev/next/parent 2014-08-24 00:59:26 +01:00
baldurk 4ccc7d3901 Update email in code & add menu item for nightly builds 2014-08-22 08:13:21 +01:00
baldurk b38e7f20d3 Speculative fix for crash with null values in TimedUpdate.TickTB 2014-08-19 22:45:29 +01:00
baldurk 55e0178ec9 Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
  colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
  the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
baldurk 8a5150297f Set the event for group marker selection to the last real drawcall 2014-08-17 15:22:11 +01:00
baldurk 7ab9815aaf Introduce a bindpoint mapping as part of the pipeline state
* For APIs where the shader namespace/bindpoint (which may be arbitrary
  like 'the Nth texture resource' can be mapped, at each event, to the
  actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
  uniform.
* This also means GL shader reflection structures are properly immutable
  and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
  methods, where the mapping returns the resource rather than just mapping
  to an integer bind ponit.
2014-08-13 15:56:55 +01:00
baldurk ebb5894010 If semantic is empty and we have variable name, use that instead 2014-08-12 16:47:31 +01:00
baldurk 49ab71181c Add some system attributes from GL 2014-08-12 16:47:00 +01:00
Baldur Karlsson e19daa58e3 Check bindpoint isn't -1 (for non-buffer-backed uniforms) 2014-08-08 11:15:16 +01:00
baldurk 6b74ce2f65 Add slight delay before calling PixelHistory to allow for painting 2014-08-07 21:43:57 +01:00
baldurk d3f867d5d3 Set a sane tab order on dialogs 2014-08-06 22:21:27 +01:00
Baldur Karlsson c648904cba DebugMessage description is an ascii string 2014-08-06 15:42:33 +01:00
baldurk 15f98e3749 Show pixel history events in the timeline bar 2014-08-03 16:25:14 +01:00
baldurk fb6b4a98b0 Show the pixel history tab early, fill it in with data when ready 2014-08-03 16:04:34 +01:00
baldurk 6fa46b359e Implement right click options to debug or hide failed events 2014-08-03 15:54:40 +01:00
baldurk b230be570f Inherit channel visibility from viewer, display inherited state
* A label is shown at the top of the pixel history showing the range
  display and visible channels. The channel visibility behaves the same as
  in the texture viewer - 2 or more and the other channels display as black
  and 1 channel displays grayscale.
2014-08-03 15:32:52 +01:00
baldurk aeb6ae3bcb Explicitly list stencil as hex with 0xXX form. 2014-08-03 15:04:24 +01:00
baldurk 4e6c8202b4 Save on unnecessary thrown ArgumentExceptions (convenience) 2014-08-03 15:03:59 +01:00
baldurk b695ba2070 Pass indexable temps through and display in UI. Closes #73
* The storage is rather wasteful (once per state), but the temp registers
  are mutable so could be changed from state to state.
2014-08-03 14:28:27 +01:00
Baldur Karlsson b26b816d81 Implement FillCBufferVariables for buffer-backed UBOs 2014-07-29 14:07:56 +01:00
Baldur Karlsson 9fda74fc07 Add a button on the texture viewer that flips the tex in Y
* Useful for systems that render OpenGL upside down with a final flip,
  for example.
2014-07-28 10:28:28 +01:00
baldurk 6e9b08e382 Add faint default working directory when textbox is 'blank'
* If the working directory is empty, the directory containing the exe is
  used instead, make this more clear in the UI.
2014-07-25 10:28:28 +01:00
baldurk ca043bf3e2 Add ability to view buffer elements as hex with xint/xshort/xbyte 2014-07-25 08:58:49 +01:00
baldurk 74a0330271 Ensure C# UI uses consistent culture on all threads. Closes #72
* This means that e.g. decimal separator will always be . and similar
  effects, which avoids the need to have culture specific formatting or
  special-case handling around CSV export etc.
2014-07-23 08:36:05 +01:00
baldurk 07b41426a2 Add RGBA value prefixes, only print valid elements, preview depth 2014-07-18 00:07:18 +01:00
baldurk 9075812226 Pass stencil as int32_t so depth or stencil of -1 indicates no data 2014-07-18 00:03:04 +01:00
baldurk e462ab15b3 Collect depth and stencil values before/after.
* This code is just to test if the method works, it's super ugly and needs
  to be tidied up (as does this whole function!)
2014-07-17 21:13:33 +01:00
baldurk 2d299961e1 Properly quote parameters of xcopy to handle spaces in paths 2014-07-15 17:34:59 +01:00
baldurk 7f6e960d85 Bake in range-select min and max when opening a pixel history view
* I'm not sure if this 'hidden' latched UI state is good or bad, but it
  means the colours are visible if you've adjusted the range way outside
  of 0-1.
2014-07-15 12:06:25 +01:00
baldurk 844f080300 Change priority of node background colours, so select colour works 2014-07-13 18:58:47 +01:00
baldurk 3bb382d9cf Further progress on pixel history view
* Added simple UI
* Don't apply SRGB curve to alpha data
* Account for clear calls not returning occlusion query results, and for
  depth/colour clears.
2014-07-13 18:58:45 +01:00
baldurk 8ef17e41e1 Allow specifying a background colour per-column on a TreeListNode 2014-07-13 18:57:39 +01:00
baldurk 4e51aab9e5 Add externally visible API to query for pixel history 2014-07-13 18:56:45 +01:00
baldurk 25c4771589 Add drawcall flags for clearcolour/cleardepth 2014-07-13 18:55:04 +01:00
baldurk ecfa6dbe7b Don't misidentify RTs as UAVs if UAVStartSlot is mis-set to 0 2014-07-13 15:14:27 +01:00