Commit Graph
604 Commits
Author SHA1 Message Date
baldurk 4eb2621bca Fetch shader messages from DebugPrintf 2021-05-11 16:15:31 +01:00
baldurk e78a48bfc3 Implement proper out-of-bounds value filling for vulkan post-vs fetch 2021-04-23 19:07:31 +01:00
baldurk eac94b74f6 Allow cbuffer previewer to apply custom format to non-buffer-backed CBs
* This in particular means push constants and specialization constants on vulkan
  but also applies to root-value cbuffers on D3D12.
* GL bare uniforms are not feasible to expose in this way.
2021-04-14 18:59:12 +01:00
Jake Turner ddd6d2f86f Apple set the name of the python libs
Required to make RENDERDOC_RunFunctionalTests try to run on Apple
2021-03-26 09:39:55 +00:00
Jake Turner 30ca842e98 On Apple use the view object as the window handle
The view is constant per window, the layer can change.
The layer is constant for Vulkan windows
The layer changes for GL windows
2021-03-25 09:36:33 +00:00
baldurk d6e88ae4fa Remove redundant callstack member in APIEvent
* We already link to the chunk index and the chunk metadata contains the
  callstack, there's no need for a duplicate copy when there may be many
  APIEvents in a capture
2021-02-24 13:52:07 +00:00
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 11268b358a Remap block-compressed 3D textures to 2D arrays on GL. Closes #2186 2021-02-22 12:38:43 +00:00
baldurk bb6b92f9a6 Compile fix for linux 2021-02-18 16:22:17 +00:00
baldurk 9232921e17 Add some missing test coverage of rdcstr 2021-02-18 15:41:55 +00:00
baldurk c3769ce569 Remove tautological test summing empty array
* We test above that the array is truly empty, if that passes the sum is
  superfluous.
2021-02-18 15:41:54 +00:00
baldurk 9290ed926b Display VRS state in D3D12 pipeline state viewer 2021-02-10 14:20:46 +00:00
baldurk 58ef496c8a Conservatively clamp number of samples when saving texture
* No actual texture should be returned with 0 samples but if there are problems
  we want to avoid crashing by dividing by 0 later.
2021-01-27 00:29:46 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk 523af0f2b4 Ensure replay controller only gets deleted via Shutdown() 2020-12-16 14:42:20 +00:00
baldurk 2a6774db34 Remove incorrect sRGB conversion of clear overlay background color 2020-12-15 22:52:38 +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 7ff7e0a71d Replace fixed C arrays with wrapper class in public interface
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
  ShaderValue.
2020-12-09 18:16:08 +00:00
baldurk 580f96c8a1 Rename ShaderVariableType/Descriptor to ShaderConstant
* These structs are no longer used with ShaderVariable so the name is misleading
  at best.
2020-12-09 15:18:27 +00:00
baldurk 659fdaa235 Check that all complex struct members that have :type: in docstrings
* Ideally we'd document every member unconditionally for best autocompletion,
  but that's a lot of modification so for now we stick to just making sure that
  any members that are struct types (or lists/tuples) have the :type:
  declaration so that we can autocomplete inside them.
2020-12-09 15:18:27 +00:00
baldurk 6b8ce92d88 Clean up docstrings in python interfaces to be strictly typed/formatted
* Also added a script that can run as part of CI to verify that the docstring
  matches, by generating a regex from the docstring documented parameter types
  and return type and making sure we find a match within the C headers. This
  ensures all parameters are documented with the right types, no extra
  parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
  mention a renderdoc type, they need to scope it properly.
2020-12-07 17:44:51 +00:00
baldurk e5f4ca7bb8 Remove use of const char * in public API and OS specific where possible
* This prevents unnecessary conversions back and forth between rdcstr and const
  char * when going through interfaces. In the OS specific layer this is rarely
  an issue because most of the implementations don't convert to rdcstr, but it
  is convenient to be able to pass in an rdcstr directly. The few cases where
  there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
  function, so can't return an rdcstr due to C ABI, so they still return a const
  char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
  and because that's one place where unnecessary conversions/constructions may
  be impactful.
2020-12-07 17:44:50 +00:00
baldurk df6fec13f9 Remove use of automodule in docs
* One automodule in a file for our modules is way too much, so we split it into
  files. Unfortunately this means that only one file can have those classes and
  functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
  the same time subdivide the 'enums and data' page more which is a general
  readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
  check to ensure that functions and classes aren't omitted from the
  documentation in future
2020-12-07 17:44:50 +00:00
baldurk ee0267d741 Fix missing sRGB conversion of clear background color 2020-11-19 14:47:11 +00:00
baldurk 1dc1b4d167 Add some profile markers in common hotspots 2020-11-19 14:47:11 +00:00
baldurk d0bf0f6eab Add Superluminal PerformanceAPI annotation support 2020-11-19 14:47:10 +00:00
baldurk 03b7229bad Support choosing multiview viewport in vertex debugging on vulkan 2020-10-28 13:34:08 +00:00
baldurk 631a73fa76 Don't assert on replay thread for CancelReplayLoop
* This is the one function that CAN be called from another thread by definition
  since the replay thread is blocked running the replay loop.
2020-10-01 11:55:19 +01:00
baldurk 78f1f8f3d1 Remove volatile from Atomic parameter declarations
* This was leaky from windows' InterlockedIncrement etc declarations, and is not
  necessary.
2020-09-09 16:40:04 +01:00
baldurk a0eadf47f5 Push GCN ISA support checks onto separate thread
* The executables can take a little while to run, so we can do that in parallel
  while loading the capture.
2020-09-04 17:43:32 +01:00
baldurk 56f82f6bf1 Optimise UI for large descriptor arrays with few dynamically used binds
* We tune the pipeline state view and texture viewer to only iterate over a
  small list of dynamically used binds in the (vastly more common) case where
  unused binds are not being shown.
2020-09-03 18:09:47 +01:00
baldurk d71d275dc4 Don't re-read entire logfile every time, only read from last position 2020-09-03 17:45:41 +01:00
baldurk 83f7a26ee9 Query which shader disassembly formats require a pipeline
* This allows us to be a bit more friendly in the UI when we don't have a
  particular pipeline associated with a shader.
2020-09-01 14:03:59 +01:00
baldurk 680857cb0f Fix structured data conversion to preserve timestamp base
* The timestamp base is queryable from the capture file and settable too, and
  conversions preserve un-rebased timestamps. Only rebasing when loading a
  capture for replay.
2020-08-27 15:54:01 +01:00
baldurk 9fd7f447d2 Switch thumbnail to bytebuf instead of byte pointer and length 2020-08-26 19:27:42 +01:00
baldurk 64f98f286e Add test of heavy descriptor reallocation and reuse 2020-08-20 13:48:17 +01:00
baldurk a48ab556f3 Fix compile errors 2020-08-19 19:18:37 +01:00
baldurk 73cc1f5476 Add specialised rdcarray which implements key/value lookup 2020-08-19 15:21:00 +01:00
baldurk d2e0b7ceb1 Implement move semantics support for rdcarray/pair 2020-08-19 15:21:00 +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 f6babe77fd Handle depth clipping and depth bounds failure separately
* This prevents truly depth-clipped fragments from being wrongly reported as
  other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk 9506d8e465 Make unbound checkerboard full alpha 2020-07-17 16:53:35 +01:00
baldurk ee17cfee65 Use a checkerboard instead of a fixed colour for unbound thumbnails 2020-07-15 17:27:06 +01:00
baldurk 9c4d01833c Compile fixes 2020-07-13 18:36:59 +01:00
baldurk 02a54be6ad When replaying resource discards fill with explicit pattern. Closes #284
* This helps catches cases where a discarded image is accidentally used and in
  many cases may still have valid data. Particularly on Vulkan this is relevant
  for DONT_CARE renderpass load and store ops.
2020-07-13 17:29:11 +01:00
baldurk bc4a803605 Add usage entries for discards. Closes #1951 2020-07-12 10:52:10 +01:00
baldurk 0d026a43d6 Remove CompType::Double
* This is a leftover artifact from before we had general extended type support
  and double was the only non-32 bit type we handled. Now we support most type
  formats so doubles are just CompType::Float with 8 byte width
2020-07-12 10:52:10 +01:00
baldurk 35854957db Add support for VK_EXT_extended_dynamic_state 2020-07-03 15:43:00 +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