Commit Graph

213 Commits

Author SHA1 Message Date
baldurk b4615dbd18 Add a delayed callback helper for python 2025-09-09 18:57:34 +01:00
baldurk b3cec5a4cf Add a helper to clear the set of debug messages from python 2025-09-08 17:29:08 +01:00
baldurk 52c1cae925 Follow symlinks when iterating extension folders on linux 2025-08-20 10:24:44 +01:00
baldurk 18cb138aa3 Do not allow error reports on fatal error from dev/unoffiical builds 2025-06-03 14:20:33 +01:00
baldurk 2322e165de Update copyright years to 2025 2025-03-14 18:54:37 +00:00
baldurk 31d29fcea1 Add python function to clear replay cache 2025-02-21 14:19:12 +00:00
Aliya Pazylbekova 9ebd796cd8 Remove GGP support 2024-07-08 14:19:42 +01:00
baldurk 78d267a1d4 Don't continually expand a constant buffer view if it's re-opened solo 2024-06-25 17:25:16 +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
* 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 2bbe1a8cd9 Update shader viewer and debugging with new reporting for shader binds
* This shifts from reporting from the old style bindset/bind to the new system
  of only referencing by shader interface and index (independent of binding
  model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
  access and descriptor contents in a fashion friendly to interface-index
  lookup.
2024-04-10 18:58:51 +01:00
Jake Turner 3cb8998841 Vulkan DebugPixel support for multiview debugging
Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews
2024-03-13 07:58:48 +00:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
Jake Turner 1ca2f15fe0 UI: By default hide windows created by direct code calls
Fixes a problem if a window creates a different window whilst loading a layout and the layout does not contain the second window i.e.

Loading a layout which contains "Mesh Viewer" will create "Event Browser" window from code. If the layout does not contain "Event Browser" then the "Event Browser" window would get parented to the main window and displayed incorrectly when the main window is shown.
2024-01-11 14:24:59 +00:00
baldurk 69dcb42a05 Add enums and API-agnostic handling for new task and mesh shader stages
* The enums are given after compute, to preserve indices for the normal vertex
  pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
  into the `Drawcall` type. This will allow them to be distinguished by API
  backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
  a couple of empty array entries but it should not cause any significant
  issues.
* Shader messages will be identified by group and thread as with compute
  shaders. For mesh shaders there is an additional subdivision to identify them
  by task group, since each task group can submit a grid of mesh groups.
2023-11-16 18:20:23 +00:00
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
baldurk c328c3fdf7 Fix raw html leaking in an error message 2023-06-23 18:58:26 +01:00
baldurk 0f851df6c2 Batch prepare and allow limited buffering for vulkan initial states
* We add a capture option that defines a soft limit we aim to keep under for
  memory overhead during capture, excess initial states after that will be
  stored temporarily on disk.
2023-06-02 18:53:45 +01:00
baldurk e43a59ab53 Save capture changes to local file not remote temp copy. Closes #2908 2023-04-14 14:03:28 +01:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
baldurk e061ea3b2e Improve handling of compilers & command line for edited shaders
* We store the compiler used (when known) in shader debug info and use that to
  select the compiler for editing as even higher priority than the default for a
  given language/encoding combination.
* We also ensure that for known tools we add the input and output parameters
  last, after any custom parameters, so that they are always present regardless
  of what the user puts in.
2022-08-10 14:56:44 +01:00
baldurk 94d1ce3917 Cache text for GPUAddress values properly 2022-08-04 16:56:32 +01:00
baldurk 43fa3cd94b Use BufferViewer for viewing constant buffers
* Unifying these views means that constant buffers have all the same
  reformatting and it avoids having multiple paths for what is now effectively
  the same control (a buffer can either have fixed data, repeating data, or
  both)
2022-05-20 14:15:30 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 3ac4bd0ebd Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros
  to abstract away binding differences between APIs, so custom shaders will be
  more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
  won't break on vulkan because they refer to incorrect binds.
2022-01-31 19:14:08 +00:00
baldurk 966ab0a738 Add command line option to qrenderdoc to run a script with the UI open 2021-11-17 15:52:52 +00:00
baldurk d4a5592780 Add functionality to reset an edited shader to original. Closes #2334
* We also add the ability to toggle on/off the replacement being active without
  needing to intentionally add a compile error (and this also makes it more
  explicitly clear when the shader replacement is enabled or not. This could be
  useful for quick A/B testing between the edited version and the original.
2021-11-02 14:09:50 +00:00
baldurk d386df55b9 Clarify requirement of a capture for device lost errors 2021-09-27 13:01:09 +01:00
baldurk 620e75c2a1 Add a system for backends to handle device lost/OOM errors and report it
* The UI will become non-functional and the backend will be replaced with a do-
  nothing one that keeps things alive without needing error bulletproofing
  everywhere in the real backend.
2021-08-18 20:12:07 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
baldurk cc7115e24c Show better window titles for edited shaders 2021-06-28 13:10:11 +01:00
baldurk b4ec703d97 Expose shader printf messages in the UI 2021-05-11 16:15:31 +01:00
Jake Turner da660cd025 Removed redundant RENDERDOC_PLATFORM_APPLE code 2021-04-26 21:58:13 +01:00
baldurk dae98c3547 Remove memset of struct that's no longer POD 2021-01-22 14:57:35 +00:00
baldurk a4fd53af8f Fix a crash if capture viewers are changed while processing SetEvent
* This could happen in particular now that thumbnails are capture viewers.
2021-01-21 11:28:23 +00:00
baldurk 2070e74cf1 Restore image auto-update on change feature
* This was apparently never ported over to Qt!
2021-01-18 13:22:36 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk fbb17becf9 Only display base filename in loading progress dialog, not whole path 2021-01-13 12:50:34 +00:00
Aliya Pazylbekova c1ecd9d375 Some GGP modifications
qrenderdoc/Code/CaptureContext.cpp
- Adds GGP windowing system

renderdoc/driver/ihv/amd/amd_counters.cpp
- Enables AMD counters

renderdoc/driver/vulkan/vk_serialise.cpp
- Handling VK_STRUCTURE_TYPE_PRESENT_FRAME_TOKEN_GGP in pNext
for vkQueuePresentKHR

renderdoc/os/posix/ggp/ggp_callstack.cpp
- Check that the file was opened
2020-12-25 10:32:22 +00:00
baldurk 6b8ce92d88 Clean up docstrings in python interfaces to be strictly typed/formatted
* Also added a script that can run as part of CI to verify that the docstring
  matches, by generating a regex from the docstring documented parameter types
  and return type and making sure we find a match within the C headers. This
  ensures all parameters are documented with the right types, no extra
  parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
  mention a renderdoc type, they need to scope it properly.
2020-12-07 17:44:51 +00:00
baldurk e5f4ca7bb8 Remove use of const char * in public API and OS specific where possible
* This prevents unnecessary conversions back and forth between rdcstr and const
  char * when going through interfaces. In the OS specific layer this is rarely
  an issue because most of the implementations don't convert to rdcstr, but it
  is convenient to be able to pass in an rdcstr directly. The few cases where
  there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
  function, so can't return an rdcstr due to C ABI, so they still return a const
  char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
  and because that's one place where unnecessary conversions/constructions may
  be impactful.
2020-12-07 17:44:50 +00:00
baldurk df6fec13f9 Remove use of automodule in docs
* One automodule in a file for our modules is way too much, so we split it into
  files. Unfortunately this means that only one file can have those classes and
  functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
  the same time subdivide the 'enums and data' page more which is a general
  readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
  check to ensure that functions and classes aren't omitted from the
  documentation in future
2020-12-07 17:44:50 +00:00
baldurk 60409caf8d Make event selection 'soft' blocking instead of hard blocking
* Normally SetEventID is synchronous and blocking, and will stall the UI while
  it is processing. However we can at least pop up a progress dialog and allow
  the UI to function (if not be interactive due to the blocking progress dialog)
  when some other long-running task is delaying the processing on the replay
  thread.
2020-12-03 15:09:29 +00:00
baldurk 3f5a911483 Refactor CustomPaintWidget to handle widget recreation internally
* This allows us to expose to to python as a easy-to-use "replay output ready"
  widget.
2020-11-19 14:47:11 +00:00
baldurk 1dc1b4d167 Add some profile markers in common hotspots 2020-11-19 14:47:11 +00:00
baldurk 0aefcced95 Add a small interface into Qt widgets to our own python wrapping
* This by no means replaces PySide2, but it allows python extensions to write
  simple UIs without needing to rely on PySide2, which might not be available
  (generally all windows builds have it as well as recent binary linux builds,
  but local windows builds may not and most linux builds probably won't).
2020-11-18 18:21:20 +00:00
baldurk 804fddcdf7 Allow python extensions to be loaded from app folder as well as user
* This will let us distribute extensions with the renderdoc builds.
2020-11-10 13:57:27 +00:00
baldurk 369120cddf Link @1234 type text to EIDs in the comments viewer 2020-10-23 13:57:38 +01:00
baldurk 9779c56333 Ensure edited shaders mark a capture as modified for saving 2020-10-23 13:57:38 +01:00