baldurk
484d70ddbd
Display buffers properly in resource list
2016-02-07 18:45:13 +01:00
baldurk
4ece1ed5b3
Handle vtx binds referencing unset vbuffers (valid if binds are unused)
2016-02-07 18:45:12 +01:00
baldurk
4fe74824b1
Switch buffer offsets and lengths to 64-bit, downcast only where needed
2016-02-07 18:45:06 +01:00
baldurk
b569932a71
Update pipeline stage names to Vulkan nomenclature
2016-02-07 18:45:05 +01:00
baldurk
7769e1d672
Change API events view to show { } sections in sub-nodes
2016-02-07 18:44:57 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
9d3202ae5f
Don't conflict between C# UI and replay output flipping pixel context
2016-02-07 18:43:46 +01:00
baldurk
963986b9e9
Do swapchain resizing properly and re-enable thumbnails (working now?!)
2016-02-07 18:43:36 +01:00
baldurk
4336722e34
Tidy up FetchTexture data for vulkan, fill out all fields properly
2016-02-07 18:43:35 +01:00
baldurk
313f53a820
Remove stored fake backbuffer data, display backbuffer on present calls
2016-02-07 18:43:34 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
...
* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
ee1460dcaa
Update C# vulkan pipeline state structs to match
2016-02-07 18:43:00 +01:00
baldurk
448df65773
Protect against framebuffer being unset when not in valid pipeline state
2016-02-07 18:42:29 +01:00
baldurk
238efe31f1
List resources for texture viewer to pick up
2016-02-07 18:42:11 +01:00
baldurk
33fd37282b
Clear resource previews to black while thumbnails are still disabled
2016-02-07 18:42:10 +01:00
baldurk
f660bdd807
For now, blat resources out into a list by string
...
* This will do until I figure out how to layout the pipeline viewer
for resources.
2016-02-07 18:42:08 +01:00
baldurk
a25d07cf59
Display cbuffer contents within vulkan pipe viewer
...
* For now, we just assume that cbuffers are tightly packed according to
D3D11 rules (matrices, structs, float3/4 are all float4 aligned), and
once final SPIR-V is generated everything should have explicit
offsets, strides, and sizes
2016-02-07 18:42:06 +01:00
baldurk
0a0e948e40
Add shader word highlighting for SPIR-V
2016-02-07 18:42:06 +01:00
baldurk
0007b9d63f
Use shader reflection variable names if no custom image names are set
2016-02-07 18:41:47 +01:00
baldurk
8832573dbb
Expose SPIR-V reflection data to UI
2016-02-07 18:41:45 +01:00
baldurk
8eddd387d7
Add vulkan pipeline state viewer based on D3D11 viewer
2016-02-07 18:41:35 +01:00
baldurk
4e113a08c7
Hack out handling of vulkan pipeline type in texture viewer
2016-02-07 18:41:30 +01:00
baldurk
edac1f0bfd
Pass vulkan pipeline state along to UI
2016-02-07 18:41:29 +01:00
baldurk
4ed49079d1
Re-enable thumbnails and pixel context, as multiple swap chains work now
2016-02-07 18:41:29 +01:00
baldurk
2b67894bdb
Temporarily disable thumbnails and pixel context
...
* just until multiple swapchains is working
2016-02-07 18:39:03 +01:00
baldurk
efe65520de
Fix possible update failure (doesn't help shipped code, but oh well...)
...
* Apparently Application.Exit() doesn't close immediately and can throw
an exception, leaving the UI open while the updater tries to run and
nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk
efd8bf1baf
Fix reported crash - close any find dialogs when shader window closes
2015-12-15 17:26:28 +01:00
baldurk
8b7a025853
Refactor BGRA formats to not be special (so allow any BGRA format)
...
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk
665b4743c6
Fix stupid damned scrollbars that don't actually go up to their maximum
2015-11-18 23:36:17 +01:00
baldurk
c8a6d0dbb7
If displaying via a custom shader when saving texture, save that output
2015-11-18 22:30:47 +01:00
baldurk
73ad61d38e
When saving textures if only one channel is visible, save as greyscale
2015-11-18 22:30:47 +01:00
baldurk
00ba48ef4c
default to VS IN as primary, instead of just bailing
2015-11-18 22:30:46 +01:00
baldurk
e441bff833
Display NaNs correctly in buffer viewer cells
2015-11-18 22:28:47 +01:00
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
b60868254e
Bump version number to v0.27
2015-09-26 00:14:56 +02:00