Commit Graph

1244 Commits

Author SHA1 Message Date
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
* 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
* 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
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
* 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
* 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
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
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