baldurk
528fa085b4
On ES when declaring a #version 100 shader, don't append the 'es' suffix
2018-02-13 21:10:09 +00:00
baldurk
c9a2d4cca8
Fetch declared #version for each shader (will be needed on GLES)
2018-02-13 21:10:08 +00:00
baldurk
5c859b20a6
Don't use undefined map[index] = map.size()
...
* The LHS map[index] can get executed first before map.size() and we end
up with indices that are 1 higher than we expect
2018-02-13 21:10:07 +00:00
baldurk
cad5520238
Tweak the event browser to support richtext in drawcall names
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* This lets Resource ID text become links to the resource inspector even
in drawcall names (like glBlitFramebuffer(src, dst)).
2018-02-13 21:10:06 +00:00
baldurk
8b66e3dcd9
Apply the fake backbuffer in glDrawBuffers
2018-02-13 21:10:04 +00:00
baldurk
caaa392e85
Make sure to use original IDs when stringifying any IDs in draw names
2018-02-13 21:10:03 +00:00
baldurk
8368f9b8be
Stringify ResourceIds consistently as "ResourceId::12345"
...
* This means even strings generated in the core code will become
richtext in the UI.
2018-02-13 21:10:01 +00:00
baldurk
cdf72a8963
Expose an XML-only export for when the buffers aren't needed.
2018-02-13 17:16:25 +00:00
baldurk
2f41469228
clang compile fix - missing override specifier
2018-02-13 10:08:58 +00:00
baldurk
bb2c98795c
Hook up autofit right-click shortcut, to always autofit
2018-02-12 20:48:10 +00:00
baldurk
db7050c4d4
Set a minimum width for popup menus in RDStyle
2018-02-12 20:48:08 +00:00
baldurk
3c72341f63
Set category name for all API's built-in counters, not just D3D11
2018-02-12 20:48:07 +00:00
baldurk
48fd9bf1ed
Fix sizing of stretch columns when one column is hidden
2018-02-12 20:48:06 +00:00
baldurk
f2ece44e49
Implement sorting for RDTreeWidget
2018-02-12 20:48:05 +00:00
baldurk
ea5e88b99d
Use current item instead of last selected item in onclick handler
2018-02-12 20:48:04 +00:00
baldurk
d7ecf8a1b3
Add a context menu item in texture viewer to open in resource inspector
2018-02-12 20:48:02 +00:00
baldurk
c437772271
Fix painting of frame borders in RDStyle
2018-02-12 20:48:01 +00:00
baldurk
eaa57f3e11
Add UI menu for importing from/exporting to other formats.
2018-02-12 20:48:00 +00:00
baldurk
57712ea691
Fix mesh output 'sync views' - need to walk parent stack to tableview
2018-02-12 20:47:59 +00:00
baldurk
8de37336ad
Adjust capture connection scrolling to be reasonable on the mouse wheel
2018-02-12 20:47:58 +00:00
baldurk
58d10bee0f
Tweak codec names
2018-02-12 20:47:56 +00:00
baldurk
03fc5929cc
Fix a typo leading to mis-reporting of import/export format capabilities
2018-02-12 20:47:55 +00:00
baldurk
bb72a39894
Fix D3D11 structured import/export
2018-02-12 20:47:54 +00:00
baldurk
e44b7c3c34
Initialise debug values to NULL
2018-02-12 20:47:53 +00:00
baldurk
80bb034315
Treat -1 as the invalid microsecond duration value, not 0
...
* Some functions can be so quick that they register as a duration of 0.
This is expected and we should not end up omitting it when importing
or exporting because we think it was missing. As a 64-bit value,
losing a bit for signedness is not a problem.
2018-02-12 20:47:51 +00:00
baldurk
770903c9dd
Raise limit on number of frames to queue to 10 for now. Refs #871
2018-02-12 20:47:50 +00:00
baldurk
10649d9af3
Set number of frames to capture with instantaneous trigger. Refs #871
2018-02-12 16:58:05 +00:00
baldurk
6e96ef86c3
Remove our own PID from list of injectable processes
2018-02-12 12:53:35 +00:00
baldurk
a11adc72d0
Don't highlight capture commends as python
2018-02-12 11:32:14 +00:00
baldurk
1854eb3c85
Tweak analytics prompt wording and fix a typo
2018-02-12 11:31:57 +00:00
baldurk
80af9cfebf
Rename "Hook into Children" option
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* Because holy moly that's a really strange way to shorten the option.
2018-02-09 21:14:32 +00:00
baldurk
2300a94252
Linux compile fix
2018-02-09 19:36:04 +00:00
baldurk
d3bf628394
Handle opening vulkan shaders that are not in a pipeline.
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* Previously we were relying on the pipeline info create to initialise
the reflection for an entry point, now we do it on demand wherever it
is needed.
2018-02-09 19:03:55 +00:00
baldurk
387de2527e
Handle multi-dimensional arrays in shader input/outputs. Refs #714
2018-02-09 19:02:25 +00:00
baldurk
5a5d8380ad
Persist texture save config between saves. Refs #862
2018-02-09 17:51:32 +00:00
baldurk
cbeb905ae6
Default to selected texture file format in save file browser. Refs #862
...
* We also do the reverse, if they selected a different extension we
update the selected format.
2018-02-09 17:51:31 +00:00
baldurk
b12475f808
Style scintilla to work on dark as well as light themes. Refs #862
2018-02-09 17:51:19 +00:00
baldurk
f6ccd537b6
Change shader edit controls from Ctrl-S / save to F5 / Refresh
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* This is a bit less ambiguous and less confusing in the case where
someone is expecting a "compile" type button instead of "save changes"
type button.
2018-02-09 17:19:29 +00:00
baldurk
8622471277
Reset android vulkan layer property as late as possible
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* We can't reliably know when we can safely remove the layer property
at capture time because it's impossible to know if an android app will
use vulkan or not. So instead we fall back to unsetting it whenever we
need to - before opening a capture or when shutting down the remote
server (in case after capturing, no frame capture was actually opened)
* This means that if the UI crashes without unsetting it, we will poison
the state, but this seems unavoidable.
2018-02-09 14:02:31 +00:00
baldurk
634c63637f
Make sure *all* bindings are available to compute, not just vertex
...
* This fixes a problem where dynamic offsets would be wrong because we
only opted-in to the vertex bindings in the layout, not the fragment
bindings.
2018-02-09 13:06:35 +00:00
baldurk
360b37b1a7
Re-order any variables that we point to new pointer types to the end
...
* As explained in the code, if we repoint an input variable to refer to
a previously declared private type, it might start referencing forward
in the SPIR-V which is invalid. So to fix this and be safe, we just
move the variable to the end.
2018-02-09 13:05:54 +00:00
baldurk
0f38dda951
Use a state machine for tracking SPIR-V sections and add nops to pad
...
* We want to make sure every section always has at least one word in it
so we can unambiguously tell which section we're appending to. If the
debug section is empty, it's hard to tell the difference between
appending to the entry point section and inserting into the debug
section, so we add a nop that will get stripped out later.
2018-02-09 12:18:40 +00:00
baldurk
6944f6f728
Don't allow direct == or != on SPIRVIterator, use <
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* The reason is if comparing directly against the end of a section, we
could skip over it if the section ends in a nop and the next section
starts in a nop. Instead < will always work as expected.
2018-02-09 12:17:40 +00:00
baldurk
f2bd4b0351
Detect ls errors that appear on stdout instead of stderr
2018-02-09 10:51:45 +00:00
baldurk
4f59cdb23d
Linux compile fix
2018-02-09 09:08:11 +00:00
baldurk
1f0fdcacce
Update window title after fetching shader stage
2018-02-09 01:32:50 +00:00
baldurk
e20a31d23f
Add friendlier error message when overwriting current file. Refs #862
...
* Only the currently open capture can save over its file, other captures
cannot overwrite it while it's in use.
2018-02-09 01:32:49 +00:00
baldurk
66d1157e3a
Save config immediately after setting last opened capture filename
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* This means that even if we crash while opening the capture it's set
for the crash reporter to pick up.
2018-02-09 01:32:48 +00:00
baldurk
f044719b9a
Add file size limit of 2.25GB for uploaded captures
2018-02-09 01:32:46 +00:00
baldurk
7352ffb557
Tweak RDStyle to darken link colours on the light theme
2018-02-07 16:07:18 +00:00