baldurk
5b2ec79df3
Fix missing handling of dynamic offsets. Closes #3547
2025-03-04 13:14:55 +00:00
baldurk
fc8c806dd6
Silence function cast warning on clang-19. Closes #3551
2025-03-04 11:11:02 +00:00
baldurk
81268dc79a
Try to preserve selected pipeline stage as much as possible
...
* When switching between mesh/normal pipeline keep the same stage selected if
it's a common stage even if the index has changed.
2025-02-25 11:42:56 +00:00
baldurk
46f83c15a4
Ensure replay loop is cancelled before window is hidden
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* See also f56a989e4f - we don't want to make the replay loop always on
top though
2025-02-21 14:38:54 +00:00
baldurk
31d29fcea1
Add python function to clear replay cache
2025-02-21 14:19:12 +00:00
baldurk
a9cc63904e
Catch and print errors properly if unregister() fails
2025-02-21 13:46:59 +00:00
baldurk
783e7d47a5
Make python extension loading more robust to missing register/unregister
2025-02-21 13:46:59 +00:00
baldurk
875cd36f9d
Detect up to python 3.15
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* Future proofing I guess
2025-02-21 13:46:59 +00:00
baldurk
1a6f62cecf
Workaround new windows SDK not compiling on VS2015
2025-02-19 13:35:51 +00:00
baldurk
26e575f4e0
Improve display of root buffers in D3D12 pipeline state view
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* When they're 'structured' but with no structure, still prefer the basic type
declared in the shader reflection over the descriptor (which can't do better).
2025-02-19 13:35:51 +00:00
baldurk
08d2ad0294
Update vulkan headers to 1.4.307
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* Trivial promotion of these extensions:
- VK_KHR_depth_clamp_zero_one
- VK_KHR_compute_shader_derivatives
2025-02-13 18:32:21 +00:00
baldurk
2c5fee7c07
Set mesh viewer tables to always have a scrollbars
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* This can prevent a very rare resize loop
2025-02-07 11:28:25 +00:00
baldurk
b691f2421e
Update vkconfig check
2025-02-06 17:55:07 +00:00
baldurk
fb5a6a6133
Fix regression that all D3D11 output targets were considered used
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* This would lead to them showing up as 'red' if they are unbound.
2025-02-05 16:36:55 +00:00
Stefano Bonicatti
a0e52feba1
Fix stack-use-after-scope reading QT_QPA_PLATFORM env var
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Setting QT_QPA_PLATFORM with putenv from a local variable
causes the environment to later still refer to it when it's out of scope.
Use setenv instead, as it copies the values provided.
2025-02-05 15:40:15 +00:00
Faith Ekstrand
876212c4da
Add special cases for Fossilize encoding of mutable descriptors
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When mutable descriptor sets are used, Fossizlie needs the
VkMutableDescriptorSetCreateInfoEXT. However, instead of taking it raw
like some other inputs, it uses a simplified version that is just a list
of lists. If we give it full structs, Fossilize will crash. In order to
do this, we need a couple special cases.
2025-01-28 23:31:30 +00:00
baldurk
62a89fcf22
Quote newline entries for matrix CSV exports. Closes #3520
2025-01-16 12:04:15 +00:00
baldurk
74a6e28f5a
Improve ability to redeclare buffer formats from struct definitions
2025-01-07 16:11:32 +00:00
baldurk
7edcbfbdbc
Fix bitfields not being resolved before structure uses
2025-01-07 15:10:44 +00:00
baldurk
79be74a8ec
Only modify bitfield properties if bitfields are active
2025-01-07 14:43:19 +00:00
baldurk
73b52dafb8
Resolve pending bitfield packing before applying specified field offsets
2025-01-07 13:19:28 +00:00
baldurk
55d939cdd8
Respect bitfield packing when generating format string for struct
2025-01-07 13:19:28 +00:00
baldurk
6261cb42d3
Fix missing indent for declared buffer structures
2025-01-07 13:19:28 +00:00
Jake Turner
f3bb7523b5
Reset the controlType current index to 0 in the BufferViewer constructor
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This keeps the UI display in sync with the code internal settings for camera choice i.e. FlyCam/ArcBall. During the constructor, the UI setup for the different axis mappings will call on_resetCamera_clicked() and that can change the controlType current index value to be different from the expected/desired default value of 0.
Closes#3509
2025-01-02 09:44:54 +00:00
Jake Turner
5cda9752e0
Display the D3D12 IA indexStripCutValue in UI control "Restart Idx"
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Previously "Restart Idx" was hardcoded to 0xFFFFFFFF
Show "Disabled" if the indexStripCutValue is D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED (0)
Similar UI behaviour to the GL pipeline state viewer
Closes#3508
2025-01-02 09:44:10 +00:00
baldurk
4b527239ae
Fix making QTreeView function public in RDTreeView
2024-12-19 15:46:42 +00:00
baldurk
c9a621a812
List registers last in shader viewer tables
2024-12-19 15:13:52 +00:00
baldurk
5c73842332
Fix source variables not properly propagating updateID
2024-12-19 14:08:02 +00:00
baldurk
663ae9bc94
Update tip about attaching to running instances
2024-12-17 17:36:27 +00:00
baldurk
69324f8e07
Group apply button with format text box in buffer formatter
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* The apply button used to be below the text box but now can be hard to see with
the saved formats also in the way.
2024-12-13 16:48:16 +00:00
baldurk
7d6ecd1b3d
On main UI interface classes add a back-link at where they are retrieved
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* E.g. this documents on the ExtensionManager that it's retrieved from
CaptureContext.Extensions()
2024-12-13 16:48:16 +00:00
baldurk
0880f7b0be
Remove unused help window button from extension manager
2024-12-13 16:48:16 +00:00
baldurk
e189c0efd0
Manually link to callback types in docstrings
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* The auto-type in parameters does not get linked, but we can manually link it
in the docstring text.
2024-12-13 16:48:16 +00:00
baldurk
0e406b0e4d
Fix some issues with descriptor display with inline UBOs
2024-12-09 16:19:20 +00:00
Jake Turner
11870b184a
ShaderViewer support for ShaderDirectAccess shader resources
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i.e. D3D12 SM6.6 HLSL Dynamic resources which index directly into the resource/sampler heap and not via shader bindings.
2024-12-04 13:40:17 +00:00
baldurk
d37b0ee00b
Fix issue with iterating actions via previous/next in python
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* We keep parent references when returning child objects via reference/python
object wrappers rather than copying. But when iterating a linked list like the
actions this can produce an incredibly long parent chain and then on
destruction we can stack overflow if the chain is long enough.
2024-12-03 15:01:58 +00:00
baldurk
fa03d19088
Treat an AsyncInvoke with empty tag like no tag
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* Otherwise such an invoke could delete untagged events out of the queue which
is definitely not what we want. Where is my draw? was doing this and it caused
internal untagged events which must not be dropped to be removed.
2024-11-24 00:58:50 +00:00
Honeybunch
3ea9735866
Mesh Shader Debugging
2024-11-20 10:50:14 +00:00
Jake Turner
2443dbcb55
Shader Editing: Fix problem where single Replace didn't work
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Use the same findHash string in performReplace() as in performFind() by including the find direction in the findHash in performReplace()
2024-11-09 07:07:11 +00:00
baldurk
ec261a2f85
Use API entry point not source entry point when decompiling source
2024-11-05 10:12:16 +00:00
baldurk
ec7ecf6896
Fix buffer declaration not properly declaring structs
2024-11-05 10:12:16 +00:00
Aras Pranckevicius
784156cc23
Disable "Recompress capture" on images
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When renderdoc opens an image file, it treats it as a
"somewhat special" capture. However compressing it only corrupts
the source image file, without doing anything useful. So disable
that menu item for "image" captures.
2024-11-04 17:24:38 +00:00
Shahbaz Youssefi
76b6d47f9c
Support VK_KHR_dynamic_rendering_local_read
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Fixes #3341
2024-11-04 16:58:03 +00:00
baldurk
b4403b2d8d
Test different whitespacing around pointers
2024-10-31 13:04:25 +00:00
baldurk
89ee55bd0c
Fix matching variable-less buffer formats
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* It's convenient and we sometimes automatically create formats that are just
'xint' so make sure they parse correctly.
2024-10-31 12:57:12 +00:00
baldurk
ef1c633df3
Offset per-primitive data correctly when meshlet filtering
2024-10-31 12:47:18 +00:00
baldurk
f4d579ffaa
Allow specifying tighter alignment than natural for odd buffer cases
2024-10-30 10:33:40 +00:00
baldurk
e6d0d57f80
Wait for initial remote probe before connecting to server. Closes #3445
2024-10-21 14:30:37 +01:00
baldurk
c2912fb259
32-bit compile fixes
2024-10-19 10:30:28 +01:00
baldurk
6408799b5d
Allow specifying scalar pointers in buffer formatter
2024-10-19 01:21:48 +01:00