baldurk
477df04072
Make sure we're on a consistent event before calling OnLogFileLoaded
...
* Certain panels like BufferViewer assume there is a current drawcall
at startup and not an invalid event ID like 0. Normally the event
browser is loaded first and sets the event ID, but if it's later in
the list this will break.
2017-02-01 11:17:56 +00:00
baldurk
0a611417c1
Check drawcall is valid before checking draw properties
2017-02-01 10:03:51 +00:00
baldurk
55b3105905
Initialise cached column count to 0
2017-02-01 10:03:50 +00:00
baldurk
89f6fa339b
Add NO_CXX11_REGEX define for qrenderdoc building on old compilers
2017-02-01 10:03:46 +00:00
Michael Rennie
0a119e58f3
Fix setting adb setprop debug.vulkan.layers to empty string.
...
Workaround inconsistent CreateProcessW string parsing by setting the
property to the Vulkan layer delimiter character. On some PCs it would
remove the quotes before sending to adb, and on others they would remain.
The quotes were interpreted by the Android loader as a layer name, and the
replay context's vkCreateInstance returned VK_ERROR_LAYER_NOT_PRESENT.
2017-01-30 16:50:29 +00:00
baldurk
e8c2189dc8
Fix for unsigned/signed comparison
2017-01-27 15:22:25 +00:00
baldurk
804ffb00e2
Try to merge subresource states for resources that were split apart
...
* When a barrier applies to only one subresource out of an image, it's
split into individual subresource tracking. There's nothing to merge
it back together again, so it remains split even if the subresources
go back to all being in the same state again. Simply checking when
fetching the frame-initial states if we can merge can be a big win.
2017-01-27 11:00:22 +00:00
baldurk
9690db525b
Add support for raw buffer views (not mesh output)
2017-01-26 23:31:58 +00:00
baldurk
bac0c011cd
Hack around slow row-colour setting in pipeline state
2017-01-26 23:31:57 +00:00
baldurk
738dbafdfe
Try to maintain table's horizontal scroll values when changing event
2017-01-26 23:31:57 +00:00
baldurk
bbf1a0b906
Set specific window title for mesh view mode
2017-01-26 23:31:57 +00:00
baldurk
a4acd3cb31
Hook up most of the small UI items and buttons in the buffer viewer
2017-01-26 23:31:57 +00:00
baldurk
0cbb43b7bf
Remove QString formatting on output log
2017-01-26 23:31:57 +00:00
baldurk
849f3970ab
Implement synced views
2017-01-26 23:31:57 +00:00
baldurk
425e65a1e8
Initialise the current stage to VSIn by default
2017-01-26 23:31:57 +00:00
baldurk
d0e7428773
Don't register buffer viewer as log viewer until the end of construction
2017-01-26 23:31:57 +00:00
baldurk
19034c0d93
Don't use resizeColumnsToContents on full data, add column per component
2017-01-26 23:31:57 +00:00
baldurk
11db513705
Rename 'capture' button to 'launch' on CaptureDialog to clarify usage
2017-01-26 23:31:56 +00:00
Tiago Rodrigues
472960d92f
Add PIX3 event support to D3D12 driver
...
PIX3 events (from WinPixEventRuntime) are passed as a blob of unformatted parameters which the profiling application must parse and format.
2017-01-26 08:30:47 +00:00
baldurk
74a2da2b11
Handle pixel history for D16 targets directly without failing
2017-01-25 21:48:38 +00:00
baldurk
97aa6281ac
Compile fixes for linux
2017-01-25 21:04:57 +00:00
Pierre-Loup A. Griffais
316c7140c2
Update README.md
...
Reference TODO list in README caveat for Qt UI.
2017-01-25 20:53:03 +00:00
baldurk
503e60b6a5
Fix setting GL_TEXTURE_MAX_LEVEL to number of mips, not #mips - 1
...
* This resulted in a lot of textures being incomplete, which could cause
weird problems depending on if mips are used or not.
2017-01-25 20:13:40 +00:00
baldurk
e6295fa309
Stub out BufferViewer UI controls, and make camera control properly
2017-01-25 20:13:40 +00:00
baldurk
82068eeab8
Set up D3D12 pipeline state view in Qt
2017-01-25 20:13:39 +00:00
baldurk
a39d8877bf
Set up D3D11 pipeline state view in Qt
2017-01-25 20:13:37 +00:00
baldurk
64686d26d6
If LogfileLoaded is called out of order, ensure pipeline state is ready
2017-01-25 12:46:21 +00:00
baldurk
6ee0ef0402
Fix formatting of hex (to be uppercase) and bools ("true" or "false")
2017-01-25 12:46:07 +00:00
baldurk
21be0f8923
Fix incorrect range for view details - offset to offset+size
2017-01-25 12:45:11 +00:00
baldurk
b428dfd139
Only use base filename, not full path
2017-01-25 12:44:57 +00:00
baldurk
3b7eaaa4fb
Set titles for source file tabs in the shader viewer
2017-01-25 12:44:41 +00:00
baldurk
28cba09f22
Apply cmake compiler selection into qmake command
...
* In particular this means that if you compile with clang, qmake won't
try to use g++.
2017-01-24 22:30:02 +00:00
baldurk
dd957a2ac8
Change std::setlocale to setlocale to fix on some compilers
2017-01-24 22:27:09 +00:00
baldurk
3b010c6eef
Linux compile fixes
2017-01-24 21:24:32 +00:00
baldurk
87ed2fcd95
Fix a typo in groupbox name
2017-01-24 19:17:00 +00:00
baldurk
35b951b37c
Don't show tree for widgets in GL pipeline viewer - no array binds
2017-01-24 19:07:00 +00:00
baldurk
d0aec2197d
Implement GL pipeline state viewer for Qt
2017-01-24 19:02:29 +00:00
baldurk
a200ed8455
Tweak grid layout lines to match up better for non-square tables
2017-01-24 19:00:57 +00:00
baldurk
1983414560
Make sure to swap channels when saving BGRA formats. Refs #495
2017-01-24 16:24:36 +00:00
baldurk
31c29c3149
Give Vulkan shader stage structs in pipeline state consistent names
2017-01-24 12:12:33 +00:00
baldurk
581c55f615
Add a log message when a capture is closed for better post-mortem debug
2017-01-24 10:15:14 +00:00
baldurk
d368cf2919
Require GL_ARB_gpu_shader5 for gl_SampleMaskIn in quad write shader
2017-01-24 10:14:55 +00:00
baldurk
7ef73f92ef
Add shader viewer (view only - not edit/debug) using Scintilla widget
2017-01-23 19:09:29 +00:00
baldurk
2e9167b08e
Add Scintilla 3.7.2 to qrenderdoc to build in directly
2017-01-23 19:09:29 +00:00
baldurk
67e806a8c1
Remove unused rdctype::array constructor
2017-01-23 19:09:28 +00:00
Pierre-Loup A. Griffais
b335d32424
posix process: don't crash on malformed environment
2017-01-23 19:09:28 +00:00
baldurk
bda5c71a3e
Fix path to resources.qrc in AboutDialog.ui
2017-01-23 19:09:28 +00:00
baldurk
1c29bcfec7
Look for renderdoccmd.exe in development environment folder structure
...
* This means that if you just build Win32 and x64 matching, then it will
all work, no need to manually copy into the deployed folder structure.
2017-01-23 19:09:28 +00:00
Steve Legg
87adee1bf1
Implement multi-instance mesh picking
2017-01-20 16:12:48 +00:00
Steve Legg
a41c35b764
Fix mesh picking with perspective camera
2017-01-20 16:12:36 +00:00