baldurk
64406b47a3
Add an SDBasic type for ResourceId.
...
* This type is core enum and used globally (not API specific) that it
merits becoming a specific structured data type
2018-02-15 10:21:52 +00:00
baldurk
a1c104f6f8
Serialise VkMemoryHeap::flags as typed enum
2018-02-15 10:09:38 +00:00
baldurk
80128f8e9f
Stringise VkFlagWithNoBits as 0 instead of empty string
2018-02-14 22:35:50 +00:00
baldurk
453b4e7d6e
Serialise GL FBO 0 properly as a real resource, not as "no resource"
2018-02-14 19:55:13 +00:00
baldurk
90a6683e2b
Fetch ResourceId even for handle == 0
...
* This happens in two cases - the legal one for FBO 0 (the window's
backbuffer) - and the compatibility one for VAO 0.
2018-02-14 19:30:23 +00:00
baldurk
04fac1d6f8
Use android properties to pass capture options to the device
2018-02-14 19:22:23 +00:00
baldurk
468c6c1e80
Wrap up CaptureOptions encoding via string into member util functions
2018-02-14 19:21:55 +00:00
baldurk
1ee01e1f82
Apply a normalisation pass over the serialised data
...
* This is a backwards-incompatible change, so it's done here before v1.0
so that we can freely break compatibility and not need to define a lot
of ugly compatibility code.
* The primary motivation is to make the serialised data more uniform
and have fewer special cases where the serialised form is naturally
defined from the functions/structs in question.
* There are still some special cases or variances but they should be
more isolated and only where really necessary.
* Remove some cases in the D3D12 struct serialising where we were
directly serialising child struct members in the parent struct.
* We now try to match argument/struct member order as closely as
possible.
* Serialising an array with a count no longer reads the count back out
into that variable, counts must be serialised separately. This means
all members/arguments are explicitly present in the structured data
and also eliminates the awkward case where a count needed to be
serialised separately after an array if we want to have the count be
a valid number even if the array could be NULL. It also means we don't
need the FIXED_COUNT() macro since array lengths can be plain values
and don't have to be a reference type.
2018-02-14 15:57:53 +00:00
baldurk
b0f2f6de58
For bitfields with no values set, return Type(0) instead of ""
2018-02-14 00:41:16 +00:00
baldurk
ef12af50b4
Fix some issues when exporting vulkan structured data.
2018-02-14 00:41:04 +00:00
baldurk
2d07861227
Remove special case strings from vulkan stringification
2018-02-13 21:10:13 +00:00
baldurk
60324e7e38
Add a small sleep into JDWP connection code to workaround JVM bugs
...
* It's unknown why this matters but on some android devices adding a
small sleep prevents problems with JDWP replies not coming through.
2018-02-13 21:10:12 +00:00
baldurk
2f73ed373b
Implement GLES overlays by dropping use of separable programs
...
* GLES separable programs are completely broken, so we need to just go
back to ye-olde style of linking shaders together. On GLES this is
particularly painful as it means we have to version match whatever
shader the user was using.
2018-02-13 21:10:11 +00:00
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
...
* 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
...
* 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.
...
* 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