baldurk
01461db738
Store mapping from instruction to disassembly line in shader debug trace
...
* This avoids having the UI need to do a scan and expecting to find
"instruction:" on the start of a line.
* We also move the callstack to be stored per-step, and not in the line info
mapping.
2020-02-06 17:58:41 +00:00
baldurk
14c1af06a3
Make ShaderViewer::ensureLineScrolled more conservative
2020-02-06 17:58:41 +00:00
baldurk
796f5ab328
Make sure scintilla margin is updated when text is updated
2020-02-06 17:58:41 +00:00
baldurk
08c0b13aaa
Add further checks for windows being deleted during long async callbacks
...
* This is not really a full solution but fixes the common cases at least.
2020-02-05 15:06:53 +00:00
baldurk
1899b5ffc3
Pass size when fetching cbuffer variables
2020-01-27 20:45:08 +00:00
Steve Karolewics and Baldur Karlsson
0d2275ac02
Fix pixel pick value in D3D12 with a sRGB target
2020-01-22 19:05:37 +00:00
baldurk
6b1d186e6f
Collapse variable initialisation & assignment into just init
...
* This doesn't make any difference but removes some warnings from PVS Studio and
is slightly cleaner.
2020-01-21 18:28:56 +00:00
baldurk
7dd116abd4
Remove redundant/tautological comparisons identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
8fa93105f2
Fix some casts/calculations to keep PVS Studio happy
...
* It identifies some potential overflows which we know likely won't happen, but
the fixes are harmless.
* Some issues are definitely bad, though not actual bugs.
2020-01-21 18:28:56 +00:00
baldurk
baac06ca93
Remove redundant/dead code identified by PVS Studio
2020-01-21 18:28:56 +00:00
baldurk
a5c54b3ce7
Don't pass event ID to PickVertex()
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* It's meaningless to try and pick on any other event but the current one
2020-01-20 17:44:34 +00:00
baldurk
210626ae18
When updating postvs position/secondary configs, reset camera properties
2020-01-20 14:32:22 +00:00
baldurk
cd3ef3dd55
Fix near/far plane specifiers being backwards
2020-01-20 14:28:59 +00:00
baldurk
42841e23be
Expose vulkan layer registration in renderdoccmd on win32. Closes #1690
...
* This is needed so that the functional tests can elevate and run renderdoccmd
to register the vulkan layer, if needed.
* At the same time remove the old spammy message and ignore flag - this dates
back to before the UI existed, and that should be the way users run RenderDoc
generally and it has a good UI for walking through layer registration if
needed.
* The command is always available, but will only show up in help if attention is
needed.
* Also fix registering installs on shared drives.
2020-01-20 11:46:48 +00:00
baldurk
d4e723bfd8
Fix bugs identified by using PVS Studio
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* A few copy-paste errors, some tautological checks indicating errors, missing
return value checks.
2020-01-17 19:53:38 +00:00
baldurk
4a587da167
Account for byte offset when expanding arrays in bufferviewer formatter
2020-01-17 19:53:38 +00:00
baldurk
a2562200f7
Hide update check progress bar even if network error occurred
2020-01-14 18:02:10 +00:00
baldurk
f4ab28205f
Add option to non-interactively resolve callstack symbols
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* Primarily for use in scripts
2020-01-13 18:29:50 +00:00
baldurk
e9182377e5
NULL out connection handle after shutdown
2020-01-13 16:55:05 +00:00
baldurk
bc6401f23a
Don't refresh overlay unnecessarily when it's not enabled
2020-01-10 12:55:26 +00:00
baldurk
cb0e8958b1
in debug builds don't include resource ID when renaming resources
2020-01-10 11:01:05 +00:00
Steve Karolewics and Baldur Karlsson
824188d047
Fix text contrast in pixel history view with dark UI theme
2020-01-09 17:56:54 +00:00
baldurk
ff37dc9787
Update APK installation failure message to mention USB APK installs
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* Apparently some android devices don't allow installation of APKs over USB by
default.
2020-01-07 17:28:17 +00:00
baldurk
7b678a4dae
Add missing break in android error-mapping switch
2020-01-07 17:28:17 +00:00
Steve Karolewics and Baldur Karlsson
bbd2a4ecb0
Implement D3D12Replay::DebugThread
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Also added logic for initiating debugging in the D3D12 pipeline state
viewer. Both locations are guarded by defines for now.
2020-01-07 17:28:01 +00:00
baldurk
2916c0f9f7
Update copyright years to 2020
2020-01-06 16:20:45 +00:00
baldurk
27098f8f70
Give our threads debugger-friendly names
2019-12-19 21:50:13 +00:00
baldurk
7ff0796b89
Check for incomplete textures on OpenGL. closes #214
2019-12-18 19:09:18 +00:00
baldurk
e302ecfe83
Don't leak target control handle
2019-12-17 15:51:16 +00:00
baldurk
14d01ff995
Remove support for serialising STL types, remove STL interop
2019-12-16 18:10:32 +00:00
baldurk
c4ca8cb1d1
Reduce reliance on big public headers where possible
...
* Mostly moving includes from common headers to cpp where possible, and removing
includes of the whole thing where only enums or rdcstr etc are needed.
2019-12-16 17:06:16 +00:00
baldurk
ec7a852582
Refactor and improve rdcarray/rdcstr interface
...
* We are going to replace all std::string/std::vector use with these.
2019-12-16 17:06:15 +00:00
baldurk
c82d0f58b9
Rename WASD to Flycam in mesh viewer controls
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* This should now work regardless of keyboard layout, e.g. on AZERTY the same
physical keys will still work. We also add arrow keys as a backup
2019-12-13 16:37:14 +00:00
baldurk
24e4f4179f
Fix projection guessing controls sometimes being enabled when unused
2019-12-13 16:36:44 +00:00
baldurk
4f3ea6d12b
Special-case VK_LOD_CLAMP_NONE for samplers in pipeline state view
2019-12-06 01:04:12 +00:00
baldurk
cfe601123c
In debug builds display resource ID in resource inspector
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* This can save some breakpointing and looking up in maps when a resource is
named (especially if it's not given a unique name).
2019-12-02 20:28:05 +00:00
baldurk
ff08748238
Ensure all files have trailing new-lines and enforce with clang warning
2019-12-02 20:28:05 +00:00
baldurk
23c3a38496
Create fake buffer for D3D11 UAV hidden counters. Closes #1593
2019-11-29 13:53:45 +00:00
baldurk
3bf805ec35
Add 'expand all' menu to resource inspector
2019-11-29 13:53:45 +00:00
baldurk
f514815e3c
Update buffer formatter help text, save its visibility in config
2019-11-29 13:53:45 +00:00
baldurk
e205054317
Add UI support for GPU typed pointers in buffers
2019-11-29 13:53:44 +00:00
baldurk
b3979262a5
Replace FormatElement with ShaderConstant/ShaderVariableType
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* FormatElement is now a static BufferFormatter class to help generate and parse
buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk
324b96c977
Remove FormatElement::byteSize(), move to ResourceFormat
2019-11-29 13:53:44 +00:00
baldurk
00170e2ec3
Make GetVariants a free function taking interpreting format directly
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* We also store the format in BufferElementProperties for the buffer viewer
since we'll later remove the ResourceFormat stored in FormatElement
2019-11-29 13:53:44 +00:00
baldurk
f046423664
Split buffer-centric properties out of FormatElement
2019-11-29 13:53:44 +00:00
baldurk
b0afdd2988
Don't force typecast from real texture when saving overlay/custom shader
2019-11-27 11:06:03 +00:00
baldurk
186ca30045
Treat binding viewcasts are always definitive
...
* On APIs like vulkan the view casting happens from an already typed format, so
don't assume that casts are only applied when the underlying format is
typeless. When a cast is not valid the view format should never be different
from the underlying image format as the API should never make it possible to
validly create or bind a view with a different format.
2019-11-26 17:38:26 +00:00
baldurk
db563bb0bf
Refactor public interface around handling of textures
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* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
2019-11-26 17:38:25 +00:00
baldurk
01344c7e83
Rename typeHint to typeCast
2019-11-26 17:38:25 +00:00
baldurk
f42cb9e23c
Use shader bindpoint mapping when generating HLSL shader editing stubs
2019-11-21 21:25:40 +00:00