baldurk
4db10c1ab8
Use RDMenu to add keyboard shortcuts for selecting replay contexts
2020-05-16 11:14:24 +01:00
baldurk
22d5cf2313
Scroll selected pixel to centre on goto. Refs #1885
2020-05-15 20:50:55 +01:00
baldurk
a81994071f
Wait for shader viewer background debugging, add cancel button
...
* Until we properly support background debugging we need to wait for it to
complete, otherwise the user could close the window and we'd crash.
2020-05-15 20:31:42 +01:00
baldurk
ca28154fc0
Check for geometryShader feature when fetching prim ID in pixel history
2020-05-15 19:03:27 +01:00
baldurk
08cf66abce
Fix racing busy signals when connecting to remote servers
2020-05-15 19:03:26 +01:00
windog18
579dec8b4b
Solved cbuffer bind issue
2020-05-15 19:02:41 +01:00
baldurk
3bd09bd4a9
Fix applying offset wrongly on unclamped length
2020-05-11 18:04:22 +01:00
Steve Karolewics
ef58d7e1f8
Extend info in accessed resources panel in the shader viewer
2020-05-08 20:43:04 +01:00
baldurk
90c10ea1fc
Handle boolean inputs in vulkan shader parameters
...
* We change to use VarType instead of CompType for signature parameters which
allows us to represent different types of variables beyond just
unsigned/signed integer and float.
2020-05-07 22:46:41 +01:00
baldurk
9c42e886ae
Pass boundaries don't have any sub-draw modifications, same as clears
2020-05-06 19:35:50 +01:00
baldurk
343944db61
Fix anisotropy being lost when applying bias to sampler
2020-05-06 19:35:50 +01:00
baldurk
4c195dd93c
Fix source variables not being marked as modified
2020-05-05 18:17:43 +01:00
baldurk
e2fce8cad1
Fix crash if accessed resource is unbound
2020-04-30 18:15:29 +01:00
baldurk
54abdc3d14
Fix racy cross-thread access to target control connection. Closes #1857
2020-04-29 18:48:51 +01:00
baldurk
2865fe101d
Deduplicate resource accesses by binding not by name
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* For D3D this should be equivalent since name == bindpoint, but for SPIR-V this
prevents the same binding being loaded into multiple SSA variables from being
added every time.
2020-04-29 18:48:51 +01:00
baldurk
fe882fe872
Default to debug variables panel if there's no high-level debug info
2020-04-29 18:48:50 +01:00
baldurk
1da60805e0
Allow source variable mappings to point to the root of a complex type
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* For vulkan debugging where high-level variables are not scattered amongst
vectors, there's no point in having the whole tree expanded for source mapping
struct-to-struct or array-to-array.
2020-04-29 18:48:50 +01:00
baldurk
2eaeb96799
Add UI to vulkan pipeline state viewer to allow compute debugging
2020-04-29 18:48:50 +01:00
baldurk
7c265efe2e
Configure ShaderConstant descriptor for vertex inputs
2020-04-28 18:15:33 +01:00
baldurk
7d233f074c
Don't launch pixel history on failure if the feature is not supported
2020-04-28 18:15:33 +01:00
Steve Karolewics
ade2325623
Cache resources fetched from the pipe state in the texture viewer
2020-04-28 18:15:20 +01:00
Steve Karolewics
08d1189d99
Give ShaderViewer its own copy of bindpoint mappings
...
Previously this data was a reference to the current pipeline state, so
when the selected event changed, the ShaderViewer's bindpoint mappings
would be inaccurate.
2020-04-27 18:16:46 +01:00
Steve Karolewics
2c4f2a57a8
Add resource tracking to DXBC shader debugging
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When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
2020-04-27 18:16:46 +01:00
baldurk
133b8a41b9
Fix handling of column-major matrices in buffer viewer. Closes #1848
2020-04-27 13:46:58 +01:00
baldurk
a7b4fe9167
Don't clamp length against buffer size after applying offset
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* If we have a given view length that fits in the buffer, we shouldn't apply the
offset before clamping. Instead we apply the offset on the buffer length if
that's what we're using as our size.
2020-04-27 13:03:47 +01:00
baldurk
267798b240
Add boolean vartype
2020-04-24 20:14:48 +01:00
baldurk
97665b2c30
Display resources in shader viewer tooltips properly
2020-04-23 19:14:09 +01:00
baldurk
aae3a75f6e
Add newly added variables to start of variables list
...
* But all variables added in a single step still remain in the order they're
reported in as changes.
2020-04-23 19:14:08 +01:00
baldurk
f57709366a
Truncate resource names that are unreasonably long. Closes #1832
2020-04-21 17:09:33 +01:00
baldurk
068f4998c7
Fix buffer viewer export to handle pagination. Closes #1837
2020-04-21 17:09:32 +01:00
baldurk
a3dc3dde2b
Use mesh property format when displaying secondary data in buffer view
2020-04-21 17:09:32 +01:00
baldurk
f2d69e9f9e
Fix handling of ResourceMinLODClamp for cubemap textures on D3D12
2020-04-20 11:05:40 +01:00
baldurk
2980742a3a
Add wrapper struct TextureSwizzle4 to be more swig-friendly
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* Swig doesn't like having fixed C arrays of enums, so wrap it in a struct to
make it more clear.
2020-04-17 16:53:54 +01:00
baldurk
1ec3320e99
Don't bounds check instruction numbers against disassembly line count
2020-04-17 16:52:35 +01:00
cperthuisoc
0df63aa8d0
Added system packages as hidden folders in the Executable Path dialog
...
android-only change
2020-04-16 18:18:52 +01:00
baldurk
44f46b6ae9
Clamp buffer offset for mesh view input
...
* If the calculated offset is larger than the buffer size we should be sure to
clamp it.
2020-04-15 20:33:57 +01:00
baldurk
8e082ae109
Preserve order when combining structures in shader viewer
2020-04-14 18:25:18 +01:00
baldurk
410df92bd7
Add function to connect to a remote host from python
2020-04-13 13:19:09 +01:00
baldurk
97c7dd681f
Add global samplers array to shader debug trace
2020-04-09 18:36:12 +01:00
baldurk
47dedaf8c5
Support shader variables that refer to resource bindings
2020-04-09 18:36:12 +01:00
baldurk
59c3a2fbd9
Implement matrix multiplication with matrix/vector/scalar
2020-04-08 18:39:02 +01:00
Steve Karolewics
1137c4694c
Make D3D12Pipe root element centric instead of shader centric
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D3D12Pipe now stores an array of root elements, each one corresponding
to a root element or range in the root signature. Migrated usage in the
D3D12 pipeline state viewer and PipeState retrieval of resources.
Restricted number of resource array textures displayed in the texture
viewer to prevent app hangs.
2020-04-08 18:38:38 +01:00
Daniel Craig
fc63964335
Show correct clear/CopyDst/CopySrc subresource in texture viewer
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This is implemented and tested on vulkan/d3d12/d3d11.
2020-04-06 20:12:05 +01:00
baldurk
2bb278b9fd
Highlight stale/unrecognised settings in the config editor
2020-04-03 15:19:28 +01:00
baldurk
9ba81634b4
Improve the title of shader edit windows
2020-04-03 15:19:28 +01:00
baldurk
590785c470
Mark edited resources with an (Edited) suffix on their names
2020-04-03 15:19:28 +01:00
baldurk
27f2a4b7f9
Don't modify states/variables list on replay thread
...
* Otherwise this can race with the UI thread if it's executing a shortcut.
2020-03-30 21:47:39 +01:00
baldurk
3ec60fcde1
Don't crash on config settings with no key
...
* This can happen if the config setting is unrecognised but loaded from the
config file anyway.
2020-03-30 21:47:39 +01:00
baldurk
e6a9632d81
Do not allow non-absolute paths when saving textures. Closes #1795
2020-03-30 21:47:24 +01:00
baldurk
a9e1c46e46
Fix crash if some settings aren't available e.g. due to the platform
2020-03-23 11:00:01 +00:00