baldurk
2cca0a53c3
Set the window title to the filename when saving a log
2015-11-13 22:29:29 +01:00
baldurk
10c461d7d3
In mesh viewer, vertex picking and enabling sync will sync up the views
2015-11-12 09:40:41 +01:00
baldurk
0357a2e35e
Make visible histogram range a per-texture stored/loaded setting
2015-11-09 23:42:56 +01:00
baldurk
ca9293c576
Fix File->Exit shortcut clashing with File->Recent Capture Settings
2015-11-09 23:05:02 +01:00
baldurk
e9d7e51159
Handle shader reflection being NULL without crashing. Refs #168
...
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk
ad805e8117
Allow excess VS sig system value elements versus IA bytecode. Refs #167
...
* The VS can consume system value semantics at the end of the signature
that weren't present in the IA layout's bytecode. Note that if the
order changes (ie. the system value element is first) then that's not
OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk
910e261133
Only display RW thumbnails if the shader actually uses them
2015-10-26 18:31:17 +01:00
baldurk
dda2160225
Don't mark vertex buffers used if the input layout slot isn't used
2015-10-25 23:34:38 +01:00
baldurk
57ba6e0806
Add overlays to clear before current draw/pass. Refs #164
...
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk
c7cfdcc689
Add basic support for displaying/picking S8 textures. Refs #165
2015-10-25 14:09:43 +01:00
baldurk
1b99bb3dfc
Add warning and clip display if a buffer will be too large
...
* E.g. if a huge buffer is displayed as just floats, there could be
100s of millions of rows. Instead, we clip to 200,000 (anecdotally
where things start getting a bit laggy on the control), and allow
advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk
11286b0f71
Make sure find results textbox is marked read-only
2015-10-07 20:00:45 +02:00
baldurk
a98e7eb9d6
Clear search results for each new search
2015-10-07 20:00:33 +02:00
baldurk
239abd08dd
Remove all newlines from find-in-files results
2015-10-07 19:56:52 +02:00
baldurk
bf9e6c1156
Make sure to unset the update flag if we're on the latest version
2015-10-06 17:07:51 +02:00
baldurk
c4d95421e0
Fix crash if main window is closed while update check is ongoing
2015-10-04 15:31:10 +02:00
baldurk
ebe442d1d8
Update tips dialog and add a menu item for it.
2015-09-25 21:09:12 +02:00
baldurk
7fdadc52f7
Fix register/variable highlighting sometimes getting busted
2015-09-23 13:30:12 +02:00
baldurk
51f8e949a1
Add back some code that was deleted by accident
2015-09-23 13:29:54 +02:00
baldurk
e58c7aff13
Add extra bounds check just in case trace has no steps.
2015-09-16 01:18:14 +02:00
baldurk
2100344636
Fix logic to ensure we don't silently drop manual update checks
2015-09-15 18:43:06 +02:00
baldurk
1f3a83cf38
Don't make UpdateDialog TopMost, that's globally always-on-top
2015-09-15 18:42:42 +02:00
baldurk
d16a8024d5
Make sure we have some fallback for locating position element. Refs #149
...
* If no position element is selected at all that's really confusing, so
worst case we just pick the first attribute.
* Making it intuitive/obvious that you can change which attribute is
displayed as mesh - that's a different problem.
2015-09-12 17:30:35 +02:00
baldurk
96b43aa54d
Allow the queued capturing of frame 1 immediately. Refs #150
2015-09-12 17:23:30 +02:00
baldurk
1ca3685668
Don't autofit if no texture is viewed (e.g. if a buffer is up)
...
* This fixes a bug from a crash upload
2015-09-11 11:52:02 +02:00
baldurk
2d12d5abee
Add an update dialog that shows update notes & does upgrade smoothly
2015-08-30 00:11:48 +02:00
baldurk
95be5454f9
Add a "Find in all files" dialog on ctrl-shift-f to shader viewer
2015-08-29 19:26:50 +02:00
baldurk
9f43f12135
Add a list of all files in shader viewer when there are more than 3
2015-08-29 17:18:28 +02:00
baldurk
24b0f04f17
Remove double loop increment
2015-08-28 22:04:06 +02:00
baldurk
726a937312
Check against gridview being disposed (from crash report)
2015-08-24 20:06:01 +02:00
baldurk
4609fa710b
Update RenderDoc application-facing API to a stable/mature version.
...
* This API is now intended to be forward and backward compatible as much
as possible. Meaning applications should be able to run without
changing on many RenderDoc versions after the one they are built
against without breaking.
* All function pointers are fetched at once in one versioned GetAPI()
function, to save on constant GetProcAddress/dlsym'ing.
* Otherwise, it's largely similar to the previous API.
2015-08-23 15:12:05 +02:00
baldurk
6a2344d9d8
Show correct inputs/outputs for copy and dispatch calls. Refs #147
...
* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
use the same codepath.
2015-08-23 13:20:23 +02:00
baldurk
d58d5b76b3
Use shader variable name for CS UAV slots, if available
2015-08-23 13:15:09 +02:00
baldurk
9333228fc5
Highlight empty viewports that are still enabled in the UI. Refs #144
2015-08-23 11:49:00 +02:00
baldurk
f6b4b2fe22
Change python embedding to get standard library from zip, not a dll
...
* This seems way more reliable and smaller than shipping a compiled .dll
* For some reason I didn't find this method before (I only knew that
you could ship the loose files which wasn't a good solution).
2015-08-23 11:17:46 +02:00
baldurk
8ca621a649
Handle invalid characters in shader filename paths everywhere
2015-07-25 10:33:52 +02:00
baldurk
2967a8a5ce
Catch overflow exception handling bounding box
2015-07-24 00:16:45 +02:00
baldurk
7c6790d1d7
Check that there are enough children before indexing into nodes
2015-07-24 00:04:52 +02:00
baldurk
8df2e86805
When selecting a bookmark, skip over labels
2015-07-19 13:47:41 +02:00
baldurk
b593f7446e
Fix picking up global control shortcuts incorrectly
2015-07-19 13:46:24 +02:00
baldurk
49f5f4cde4
Add Shift-F5 to run backwards in shader debugging
2015-07-19 00:20:03 +02:00
baldurk
8213281921
Fix up fetching layer/mip for FBOs on replay
2015-07-18 18:27:34 +02:00
baldurk
49e529d990
Fix removing empty drawcall markers even if the option is off
2015-07-16 23:43:35 +02:00
baldurk
f05015ba15
Make texture viewer less twitchy by keeping status label length similar
2015-07-16 23:16:39 +02:00
baldurk
5678ea7b29
Fix pixel history getting confused if some (not all) fragments discard
2015-07-16 22:17:06 +02:00
baldurk
8a402f1a28
Fix textboxes that accidentally got made too wide
2015-07-15 22:20:17 +02:00
baldurk
2d8132943c
Add a right click context menu to pixel history, to launch debug/history
2015-07-15 21:37:59 +02:00
baldurk
43bc6f836f
Tidy up which controls can be used at which stage (tess on or off)
2015-07-15 21:37:59 +02:00
baldurk
cd2db46628
Try to anchor top-left pixel on texture viewer when switching
2015-07-15 21:37:58 +02:00
baldurk
e0be3e66ec
Fix buffer bound inputs showing up as "Unbound"/not rendering thumbnail
2015-07-15 21:37:56 +02:00