Commit Graph

163 Commits

Author SHA1 Message Date
Jake Turner 1307393836 D3D11 PipelineStateViewer use UAV tag for CS UAV resources
Fixes problem that going to a compute shader UAV Buffer would not show the correct format for the buffer
2024-07-02 13:49:44 +01:00
baldurk 431c11feb6 Fix warnings identified by clang 2024-04-10 22:17:14 +01:00
baldurk 205ed0e6fa Remove old shader bindpoint mapping handling entirely 2024-04-10 18:58:52 +01:00
baldurk 317c670fd5 Update GL pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk e08107ebe8 Update D3D11 pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk f4e3087177 Update common pipeline state viewer code to not use bindpoint mapping 2024-04-10 18:58:51 +01:00
baldurk 2bbe1a8cd9 Update shader viewer and debugging with new reporting for shader binds
* This shifts from reporting from the old style bindset/bind to the new system
  of only referencing by shader interface and index (independent of binding
  model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
  access and descriptor contents in a fashion friendly to interface-index
  lookup.
2024-04-10 18:58:51 +01:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
Jake Turner 03ab274252 Fix off by one error in the slice range tooltip 2024-02-01 15:43:36 +00:00
Jake Turner 10b0eb2b85 Offset and Size consistency display in PipelineState UI
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
Jake Turner d68a8e9dc4 Added "\n" to the Resource Preview tooltips
GL was missing them
The other APIs adding them as a precaution for the future
2023-08-21 18:50:17 +01:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
baldurk 84c824e573 Tweak colour used for 'view details' highlighting in pipeline state view
* This helps those who have chosen the dark theme where rich resource text uses
  the default window text colour assuming it's a contrasting colour against the
  background (except when highlighted).
2022-08-18 16:39:42 +01:00
baldurk 5d51b524c6 Fix interpreting and declaring buffer formats that include pointers 2022-07-25 10:08:59 +01:00
baldurk fda5c4819a Scroll shader viewer to entry point file & line using debug info 2022-07-22 16:10:59 +01:00
baldurk 31feedd16d Remove ShaderConstantDescriptor, inline into ShaderConstantType
* This struct was redundant isnce it was only ever used in the type and not
  meaningfully accessed directly.
2022-05-20 14:15:31 +01:00
baldurk 43fa3cd94b Use BufferViewer for viewing constant buffers
* Unifying these views means that constant buffers have all the same
  reformatting and it avoids having multiple paths for what is now effectively
  the same control (a buffer can either have fixed data, repeating data, or
  both)
2022-05-20 14:15:30 +01:00
baldurk a36516c8a5 Explicitly handle unbounded arrays and display declared fixed vars
* GL and Vulkan allow buffers to have fixed variables before a trailing AoS
  unbounded array. These fixed variables can't be easily displayed in a table
  and previously we skipped them. Now we display these in a tree format.
* We also support formats which don't have an unbounded array at all and display
  these just with the tree. This will allow the BufferViewer to subsume the
  capabilities of the ConstantBufferPreviewer (though it needs to handle opaque
  non-buffer-backed variables, and slot-following).
2022-05-20 13:37:26 +01:00
baldurk 97a3943cdd Use packing rules when generating format strings for structs
* This allows the calling code to pass a hint of what packing is known or likely
  to be used, meaning less generated manual offsetting/padding when the implicit
  rules cover it.
2022-05-20 13:37:26 +01:00
baldurk cb49f21f2a Support enums in buffer formatter 2022-05-20 13:37:26 +01:00
baldurk f4d9cf2b7e Fix UAV slot matching for D3D11 with merged UAV/RTV bindings 2022-03-17 18:10:05 +00:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk 888676ecc7 Fix crash reading D3D12 pipeline state from vulkan for compute selector 2021-11-17 13:07:12 +00:00
Steve Karolewics ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00
baldurk d0acc2a349 Fix display of typed buffers in D3D pipeline state viewer 2021-07-28 11:37:13 +01:00
baldurk 7149302680 Rename 'draw' or 'drawcall' to action
* There's not a good accepted terminology for this kind of event, and for
  historical reasons 'drawcall' has been the accepted term, even though
  that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
  $draw() includes draws and dispatches, but $dispatch() only includes
  dispatches, it's hard to intuitively understand why $draw() matches all
  of these calls.
* As a result we've defined the term 'action' to cover these types of
  events in the same way that we defined 'event' in the first place to
  mean a single atomic API call.
2021-07-01 15:15:05 +01:00
baldurk 44431cd536 Explicitly mark depth states as 'disabled'. Closes #2296
* On all APIs when depth is disabled the writes are skipped as well. Explicitly
  set the function and write state to say that they are disabled.
* This also papers over a weirdness on D3D11 which has confused a couple of
  people, where the retrieved desc with GetDesc() on a state object can be
  different to the one it was created with when you set ignored parameters -
  like the depth function with depth disabled.
2021-06-22 10:37:49 +01:00
baldurk 270d4e5b07 Add resource usage entries into context menu in pipeline state viewer 2021-04-19 16:44:19 +01:00
baldurk 30dd13feb8 Pull index byte width and topology out of drawcall state
* These are treated as state on most APIs, only GL treats it as a drawcall
  parameter.
2021-02-24 13:52:07 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk fd1b051d2c Add helper for selecting sample mask, which varies in location by API 2020-12-18 14:05:54 +00:00
baldurk 3aaccc4fda Use rdcfixedarray in parameters for functions instead of C arrays
* This maps better to tuples in python
2020-12-15 22:52:38 +00:00
baldurk 58e16414e0 Add a number of control functions to the Qt python interface 2020-11-20 17:02:33 +00:00
baldurk 695ffaaf24 When viewing a texture from pipeline state, default to view typecast 2020-10-30 16:28:03 +00:00
baldurk bf4d68fb03 Account for D3D11 UAV start slot when displaying bindings 2020-10-13 21:31:16 +01:00
baldurk 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 2020-10-01 15:56:52 +01:00
baldurk d4ddb565d0 Add a per-shader debuggable flag to allow finer grained status
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
  will allow us to have the UI work better when encountering shaders with
  unsupported capabilities or extensions.
2020-06-18 17:22:45 +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 936e6372cb Remove use of 3rdparty/ prefix from includes
* We instead always have 3rdparty/ in the relevant include search paths and rely
  on that. Each library still has its own unique base dir within 3rdparty to
  clarify where the include is coming from.
2020-03-11 18:00:53 +00:00
baldurk a18716e63d Fix crash if no drawcall is selected when exporting pipeline state 2020-03-05 11:15:48 +00:00
baldurk 661ee35f30 Refactor ShaderDebugTrace to not return a single list of complete states
* The ShaderDebugTrace now only sets up the initial state of an opaque
  ShaderDebugger handle.
* This handle can then be passed to a new function - ContinueDebug - to
  iteratively return N more states. The number of states is implementation
  defined and may be a fixed number or it may run for a fixed time.
* The states themselves no longer contain a complete snapshot of all variables,
  but instead only the changed variables for that iteration. The changes are
  stored as before and after value to make it easier to step forwards and
  backwards (only the ShaderDebugState is needed to move forward or backwards,
  you don't have to search back for the last set value of a variable to 'undo' a
  change).
2020-02-06 17:58:42 +00:00
baldurk 7dd116abd4 Remove redundant/tautological comparisons identified by PVS Studio 2020-01-21 18:28:56 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 23c3a38496 Create fake buffer for D3D11 UAV hidden counters. Closes #1593 2019-11-29 13:53:45 +00:00
baldurk b3979262a5 Replace FormatElement with ShaderConstant/ShaderVariableType
* FormatElement is now a static BufferFormatter class to help generate and parse
  buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* 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 f42cb9e23c Use shader bindpoint mapping when generating HLSL shader editing stubs 2019-11-21 21:25:40 +00:00
baldurk f5cc5c22ad Don't display typed buffers as structured in D3D11 pipeline state 2019-10-15 17:34:38 +01:00
baldurk aa57240d9c Don't show individual enabled scissors if global toggle is off 2019-09-20 12:45:00 +01:00