Commit Graph

334 Commits

Author SHA1 Message Date
baldurk 4a401460d3 Fetch layer and mip level for FBO attachments 2015-07-13 00:05:42 +02:00
baldurk 87d748f4fb If we fail to debug a pixel, open the pixel history instead 2015-07-11 00:43:16 +02:00
baldurk 4b0c1cbde8 Move the source data for tips online, a webpage will generate code 2015-07-10 23:31:52 +02:00
baldurk ea4350f52f Expose C++ interface via API headers, for C++ UI
* Since the exported C functions just take an explicit 'this' parameter
  and call the corresponding function, we can just make it contractual
  via a virtual interface that the pointer can be dereferenced.
2015-07-10 16:38:27 +02:00
baldurk ddd432f678 Add warning if dispatch has 0 dimension, and bounds-check on debugging 2015-07-09 20:42:34 +02:00
baldurk 44adfc7b82 Add a 'tips' dialog. Still needs to be mostly filled out with tips 2015-07-08 00:18:58 +02:00
baldurk 8e37133d69 Add event bookmarks to the event browser 2015-07-07 23:32:48 +02:00
baldurk c915d44af7 Clamp the selected sample to valid range 2015-07-07 19:40:07 +02:00
baldurk de25800794 Don't declare unused exceptions (warning fix) 2015-07-07 19:20:41 +02:00
baldurk f6527107dc Add try {} catch to handle exceptions thrown from IO operations 2015-07-07 19:06:31 +02:00
baldurk 5232ee7626 Don't allow direct writes to RangeMax/RangeMin that can break things
* The old code in m_RangeMax/m_RangeMin setters wasn't doing proper
  epsilon enforcing so min=max could end up happening. It's easier to
  set both at once (this is all we care about anyway) so that it does
  properly make the min and max distinguishable.
2015-07-07 18:30:14 +02:00
baldurk 80c76fab5f Completely speculative fix for crash in shader viewer tooltip
* There were two bug reports of NullReferenceException on line:

  hoverWin = m_HoverNode.OwnerView;
* Which doesn't make sense since m_HoverNode must be non-null to go by
  the lines above, and all the callbacks should run on the UI thread so
  it can't be a race.
* Caching locally and checking for OwnerView/ListView being valid might
  fix the crash. Hopefully!
2015-07-07 18:05:17 +02:00
baldurk d882cab511 Inherit OwnerView into TreeListView Node's children 2015-07-07 18:03:46 +02:00
baldurk e79c98c85a Fix crash if tooltip is still open when watch variable is deleted 2015-07-07 17:38:52 +02:00
baldurk 7f240b4d14 Update the register tooltip as you step, if it's open 2015-07-07 16:48:02 +02:00
baldurk 4c988e9e3a Better arcball controls in the mesh viewer
* Tweaked flycam a bit too, but not much.
* Refactored the API/C# side camera classes to avoid exposing a ton of
  stuff just to do relative rotations in the arcball via quaternions.
2015-07-07 15:38:00 +02:00
baldurk 4444da212d Handle bounding boxes of 1 and 2 component types properly 2015-07-07 10:17:58 +02:00
baldurk dd9aff3890 Implement right click to pick vertices in the mesh viewer. Refs #139 2015-07-07 10:02:36 +02:00
baldurk edda31248f Render bounding box around mesh, centre & scale arcball on bbox
* The arcball lookat position can also be dragged with alt-click or
  middle click.
* Also supports other elements as position not just magically-selected
  "POSITION" element.
2015-07-06 19:58:45 +02:00
baldurk b23db183b6 Bugfix for raw buffer data not being properly filled out in mesh view 2015-07-06 19:46:59 +02:00
baldurk 36f12d1ef2 Add export to CSV option in cbuffer previewer. Refs #140 2015-07-06 18:16:20 +02:00
baldurk 6afbe8c92b Add exception handling on Clipboard.SetText, fall back to SetDataObject 2015-07-06 18:15:49 +02:00
baldurk 7277d5d76e Support pixel history over a specific mip/array slice only 2015-07-06 17:18:19 +02:00
baldurk 1134988665 Fix shader debugging when rendering to mips of a texture 2015-07-06 15:53:02 +02:00
baldurk 95bda3d588 Tweak slice/mip auto-selection for render targets rendering to mips
* Should mean the 'target' of the render target will be selected by
  default now when clicking to an event, without annoyingly switching
  away from what you were looking at.
2015-07-06 15:49:22 +02:00
baldurk cffad15781 Support 64 UAVs on OM/CS stages - a D3D11.1 feature
* Everything should still work on regular 11.0 and log opening backwards
  compatibility is maintained.
2015-07-06 16:17:58 +02:00
baldurk 1ff7d96b49 If auto-fit is checked (right click), fit on texture selection change 2015-06-30 20:30:30 +02:00
baldurk ac08dded1a Add structure prefixes to renamed cbuffer registers 2015-06-26 19:19:02 +02:00
baldurk 9692ef0cf3 Identify arrays of cbuffer registers properly to rename them 2015-06-26 19:18:44 +02:00
baldurk f5ddd7d2c8 Highlight register rows when clicking to highlight them in disassembly
* Hopefully will make it easier to track the rows you care about.
2015-06-26 19:06:59 +02:00
baldurk f769c9cd72 Make debug keys (F10, F5 etc) work while register/watch windows focussed 2015-06-26 19:06:23 +02:00
baldurk 5a03794a5a Consistently treat file containing entry point as the 'main' file
* This fixes shader editing when the entry point file wasn't the first
  in the list.
* Might need better detection of the main file than just searching for
  the entry point substring - could produce false positives in other
  files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk 1d05cf5e21 Implement Ctrl-F3/Ctrl-Shift-F3 to search for current word/selection 2015-06-04 21:46:35 +02:00
baldurk 75a9bd4376 Expand out arrays of shader resources at lower priority than non-arrays
* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
  show up as one entry in the reflection data, so need to be expanded
  out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
  as only one gets used - this doesn't matter to us since only the used
  one will show up in the reflection data. Unless there's an array e.g:
  SamplerState foo[8] : register(s0); // [0] and [5] used;
  SamplerState bar    : register(s3);
  in which case foo[] appears in the reflection data for the sake of [0]
  and [5], and bar will appear too (causing an overlap between foo[3]
  and bar. Since we know the reflection data is unambiguous, we
  prioritise individual entries over array entries by listing them
  first and using the first match for any bindpoint.
2015-06-04 21:04:08 +02:00
baldurk 03a3bafaf9 Make #include filename searching case insensitive 2015-05-22 21:48:27 +02:00
baldurk 7e66c2787c Raise limit on zoom to 25600% so manual zoom can be higher. Refs #137
* Still leaving some upper limit so that typos don't result in a zoom
  level of something crazy.
* This also allows 'fit to texture' to zoom in more, but I'm OK with
  that.
2015-05-09 16:23:37 +02:00
baldurk 26b9d7902b Bump version for future nightly builds to 0.25 2015-05-02 16:34:58 +02:00
baldurk 2dde5ee52d Make sure MultiDraw calls properly create timeline bar sections 2015-04-25 15:59:58 +02:00
baldurk 63824680ea GS output never uses an index buffer (so mesh preview wasn't rendering) 2015-04-25 13:48:57 +02:00
baldurk 23404656ce Make sure not to try to set empty text to clipboard 2015-04-25 13:19:48 +02:00
baldurk 7339be3c00 Fix crash if Ctrl-C is pressed while no log is loaded 2015-04-25 13:19:37 +02:00
baldurk 1ba89e4b16 Add Ctrl-C copy-paste handler to GL pipeline viewer
* Also fix a crash if ctrl-c is pressed while no log is loaded
2015-04-25 13:14:20 +02:00
baldurk e35fc400dd Make sure to handle debugging 'invalid' indices
* Crash upload fix
* If a vertex is the strip restart index (displayed as "-1") or is
  reading out of bounds of the index buffer (displayed as "-") then we
  should still allow vertex debugging to go ahead, as if the index were
  just 0.
2015-04-21 21:00:51 +02:00
baldurk 392f9b7f2d Clamp texture view slice to number of slices (sanity checking)
* This should in theory be impossible as you can't create a view that
  points to after the number of slices, and we always make a list of all
  slices, but there was a crash report here so for now we'll just clamp
  so that it doesn't crash completely.
2015-04-21 21:00:51 +02:00
baldurk c12df371d0 Handle shader filenames that are invalid paths
* If shaders are compiled directly via D3DCompile, the source filename
  can be anything, not necessarily a valid path, so need to handle this
  case.
2015-04-21 20:01:21 +02:00
baldurk 7f61f85201 Fix tooltip on "Allow global process hooking" option. Closes #132 2015-04-20 13:40:35 +02:00
baldurk f06964ea23 Clean up folder structure a bit, move .NET 3rdparty under renderdocui/ 2015-04-13 12:46:30 +01:00
baldurk 7a1cc84f41 Keep temporary log around to be able to save multiple times. Closes #130
* Previously if a temporary log was saved once, it would be moved there,
  so the user could in theory delete it and lose the only copy of the
  log.
* Now the temporary log is held until it's closed in the UI, to be able
  to be saved again. If the user saves the log though, this will stop
  any "unsaved log" prompts in the main UI window, so there is nothing
  stopping the user from saving the log, deleting that copy, then
  closing and they'll lose the log without prompt.
2015-04-12 18:37:16 +01:00
baldurk a5cc19ccc6 Implement replay-side resource tracking for OpenGL
* This means that the timeline bar will show use as read/write/clear etc
  and that right clicking on textures in the texture viewer will show
  the events where that texture is used for rendering, for reading, and
  so on.
2015-04-11 11:03:19 +01:00
baldurk 95f4011bcb Add option to favour monospaced font for all data. Refs #118
* The option will enable monospaced fonts for all data displays, like
  the list of events, API calls, etc as well as pipeline displays, entry
  of filename/directory in the capture window and many other places.
  Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
  windows) so that they didn't just barely overflow with the larger
  font.
* While looking at this, it became obvious that buffer viewers and
  constant bufferviewers should always display in monospaced regardless,
  so that has been changed.
2015-04-09 21:49:03 +01:00