Commit Graph

140 Commits

Author SHA1 Message Date
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 972f56d45a Display type-incompatible bindings overlapping in GL in pipeline view
* This is possible if two sampler uniforms point to the same slot but they are
  not compatible sampler types.
2022-10-21 16:21:34 +01:00
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 2020a71cf1 Account for flip in face culling winding for GL clip origin
* The GL clip origin when changed from lower left to upper left will also invert
  the face culling sense. This is deliberate to counteract the fact that
  otherwise CW wound triangles would be CCW wound, so the flip means that if
  GL_CCW is the front face state and back faces are culled, then visibly CCW
  wound triangles will be culled.
2022-06-21 12:51:31 +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 fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
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 4a9d32db3f Sort GL read/write bindings by bindpoint and use mapping properly
* We need to use the bindpoint mapping to ensure we look up the correct usage
  information. Also iterating over the unsorted shader resources potentially
  gives us out-of-order bindings, so we resort by bindpoint (which was sorted
  into binding order in the implementation).
2021-05-17 13:47:58 +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 218078f75f Identify stencil-only GL framebuffer attachments correctly 2021-02-15 10:30:37 +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 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 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 2020-10-01 15:56:52 +01:00
baldurk aac929af8f Go back to reporting normalised vertex inputs on GL as SNorm/UNorm
* This is still accurate, what we're missing is "read data as int, then cast to
  float" which is represented by setting 'floatCast' to true. A normalized cast
  or interpret is accurately represented by saying the input is snorm/unorm
  typed.
2020-08-13 10:22:56 +01:00
baldurk d1c9564267 Show float casting and normalising of GL vertex attributes. Closes #2013 2020-08-10 11:19:57 +01:00
baldurk a0b3bffda6 Display slices in texture details in GL pipeline state view 2020-07-12 10:52:10 +01:00
baldurk 88231cbe41 Disable stages in vulkan pipeline state view if raster discard is on 2020-06-04 16:17:31 +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 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 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 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 7ff0796b89 Check for incomplete textures on OpenGL. closes #214 2019-12-18 19:09:18 +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 59ad2ebfa2 Clear stream-out state when clearing pipeline state 2019-05-20 14:16:43 +01:00
baldurk 8edc01c928 Show the object (whether a sampler or the texture) in GL's sampler state 2019-05-17 16:32:55 +01:00
baldurk 51c50e0da3 Localise addressing mode state display for GL
* On GL addressing modes are called wrap modes, and the wrap value is then known
  as repeat. If we don't 'localise' this then it can be confusing to show that
  it is "Wrap".
2019-05-17 16:32:55 +01:00
baldurk 96cc08b960 Rename 'show disabled' button to 'show unused' as it is clearer
* Bindings that are unused aren't disabled - they may in fact be explicitly
  enabled - but they are unused by the pipeline which is why they're hidden.
2019-05-17 16:32:55 +01:00
baldurk 870d553a38 setPixmap can clear text, when removing pixmap do so before setting text 2019-04-22 18:39:52 +01:00
baldurk ec58308207 With GL we can have binding aliasing. Keep searching for a used binding
* If we have multiple bindings aliasing the same slot, we want to keep going if
  the first one we find is unused to see if the slot is aliased with one that
  *is* used. We'll still use the last unused one if we don't find any used at
  all (and with aliasing any one we pick is as valid as another).
2019-02-22 14:10:25 +00:00
baldurk bbc2f47fa8 Centralise generation of buffer format strings for struct buffers
* We also fix a number of issues that could cause incorrect formats to be
  generated.
* Test cases added for D3D11/GL/Vulkan to test different struct types. These
  aren't automated at the moment because most of the code they're testing is in
  the UI itself.
2019-02-13 18:50:56 +00:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk e70dd127f3 Use bindpoint mapping when looking up read-write resources on GL 2019-01-28 19:55:40 +00:00
baldurk 145f4bdb15 Handle GL applications changing BASE_LEVEL / MAX_LEVEL dynamically
* This is the only way in GL to do rendering from one mip to another. We handle
  it and display the whole texture even if it's temporarily constricted, and
  display the mip state in the pipeline viewer.
* If the mip state is constricted at the start of the frame capture, only mips
  0..MAX will be visible at all and other mips will be assumed to not be valid.
2019-01-14 18:02:44 +00:00
baldurk 2237c241ff Fix incorrectly named methods in ResourceFormat
* We try to maintain at least an internally consistent naming scheme for the
  python/public interface, even if it doesn't match python naming schemes.
2019-01-03 12:22:29 +00:00
baldurk 5f96644d08 Add support for global uniforms in SPIR-V and non-bound textures.
* This isn't relevant for Vulkan, but in GL it's valid to not specify a binding
  and fetch it at runtime (and even if a binding is specified, it's not
  immutable and can be changed).
* Similarly GL allows bare uniforms that aren't in a buffer, which we handle in
  the same way by wrapping them into a $Globals UBO.
2018-12-17 17:10:35 +00:00
baldurk 2411ce70ea Add flags to ResourceFormat to replace bgraOrder/srgbCorrected
* Allows for future expansion as well
2018-12-11 19:57:20 +00:00