Commit Graph

2421 Commits

Author SHA1 Message Date
baldurk 6dd63c6aec Convert counter viewer to item model, sync filter with event browser 2021-10-18 14:14:36 +01:00
baldurk 501b67bccf Further clang warning fixes 2021-10-06 19:17:15 +01:00
baldurk 484f25bb75 Linux compile fixes 2021-10-06 17:14:29 +01:00
baldurk b71b84374f Implement option to export current vulkan pipeline to fossilize db 2021-10-06 16:31:44 +01:00
baldurk c76c761bab Fix some crashes exporting HTML pipeline state on vulkan 2021-10-06 16:31:43 +01:00
baldurk fb912b4853 Add a recursive search function in SDObject 2021-10-06 16:31:43 +01:00
baldurk 73f78bd8a4 Ensure formatting tags aren't exported/put on the clipboard. Refs #2382
* When we're formatting text we want just the plain text version to be used.
2021-10-06 16:31:43 +01:00
baldurk c070dfd847 Clarify root signature index in D3D12 pipeline view
* Internally we split ranges, but for display we should use the original root
  signature index.
2021-10-04 18:39:33 +01:00
baldurk c24dd2e7aa Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as
  long as they have different stages.
2021-10-04 17:03:27 +01:00
baldurk ff40a98ac7 Specify stage for spirv-cross in case it's needed to disambiguate 2021-10-04 17:01:34 +01:00
baldurk 83da4cb471 Sanitise : in pipeline state vertex input names 2021-10-04 13:05:57 +01:00
baldurk bfbc9a3e48 Fix order of scrollbar update when texture scale changes. Closes #2377
* We need to update the scrollbar bounds first based on the current zoom level,
  then change the scroll position. Otherwise the scroll will be visually correct
  but the scrollbars won't match.
2021-10-04 12:10:56 +01:00
baldurk 3fb4e230de Handle single-basic-element buffers in GL/Vulkan properly. Closes #2378
* We still need to handle multiple elements in the root of a struct specially by
  commenting out the fixed members, but the final element needs to go through
  the normal DeclareStruct() path to handle things like per-column padding in
  matrices etc.
2021-10-04 12:02:09 +01:00
baldurk d386df55b9 Clarify requirement of a capture for device lost errors 2021-09-27 13:01:09 +01:00
baldurk 7700c2a80d Don't trust presence/absence of raw buffer flag on D3D12 descriptors 2021-09-24 13:23:32 +01:00
baldurk c3a93bf61b Fix potential crash reading empty descriptor array on D3D12 2021-09-17 12:50:05 +01:00
baldurk 8e1c6bb876 Fix error message accessing invalid tokens in filter 2021-09-16 12:40:11 +01:00
baldurk 21e5aa8bcf Update/remove some dated documentation notes when building on VS 2021-09-15 10:32:55 +01:00
baldurk 2752008d13 Ensure consistency when saving the current capture. Closes #2358
* If we save the current capture from a connection window we want to do that via
  the main window so the UI can be properly updated and so we can save it
  properly through the replay manager, so the old one can be removed safely.
2021-09-14 13:25:02 +01:00
baldurk 90f3417039 Don't generate potentially unsupported vertex formats to ignore W
* When using VS In we want to ignore the W component, but that already happens
  explicitly for vulkan/GL in the shader. Mirror that same solution to D3D
  instead of trying to force a 3-component format which may not be supported
  (e.g. on AMD R16G16B16_*)
2021-09-13 19:11:28 +01:00
baldurk 2cd0bf593f Update copyright year in about dialog 2021-09-09 12:24:03 +01:00
baldurk 93238bf160 Add checks in event browser for when no capture is loaded 2021-08-30 15:55:46 +01:00
baldurk 4e58264035 Don't include inf/nan times in summation
* These can be generated by buggy drivers particularly on GL, so try to mitigate
  the effect of that.
2021-08-30 13:15:59 +01:00
baldurk 1ef790ab80 Update capture connections when an open capture is saved. Closes #2352 2021-08-27 11:33:40 +01:00
baldurk a21d245114 Remove show unused/show empty options from texture viewer 2021-08-26 09:51:37 +01:00
baldurk c820ea7735 When no draw action is selected in the mesh viewer, be explicit about it 2021-08-24 19:01:05 +01:00
baldurk 137893f508 When giving nodes an effective EID, ignore trailing PopMarker EID
* This applies when selecting a marker region, the effective EID is the one
  actually replayed to an represented in the UI. As-if it were directly
  selected.
2021-08-24 19:00:44 +01:00
baldurk fe50a5674a Fix a crash getting the event name of EID 0 2021-08-24 19:00:05 +01:00
baldurk dd8265bf9e Add extra protection against invalid buffers in buffer viewer 2021-08-24 17:09:28 +01:00
baldurk f32e8525f2 Only allow reports from builds with valid commit hashes 2021-08-24 16:29:03 +01:00
baldurk f8cf943c42 Fix problem where a new profile wouldn't have default event filter
* In v1.15 if you upgraded from a previous version and had a renderdoc config
  file then the persistent storage storing the filters would get loaded with an
  empty variant map, so the defaults could be set. However if you had no config
  file at all this wouldn't happen so no defaults would be set.
* We detect the case where we load an old profile and it has blank current
  filter or saved filters, and fill in the defaults now. If the filter has been
  customised or some saved filters exist, respectively, we don't touch them.
2021-08-24 10:57:36 +01:00
baldurk 9486cac1ca Fix mac compile error 2021-08-19 00:19:05 +01:00
baldurk 8ddc6eaa10 Fix docstring reference 2021-08-18 23:18:14 +01:00
baldurk 620e75c2a1 Add a system for backends to handle device lost/OOM errors and report it
* The UI will become non-functional and the backend will be replaced with a do-
  nothing one that keeps things alive without needing error bulletproofing
  everywhere in the real backend.
2021-08-18 20:12:07 +01:00
baldurk dc955079ab Fix RELEASE define on linux
* This fixes some debug text appearing in the resource inspector, and lets linux
  users submit manual bug reports from release builds.
2021-08-18 20:12:07 +01:00
baldurk c319ac0234 Store API pipeline states in the replay controller
* Instead of storing the API pipeline states in the replay driver and returning
  pointers, we store them in the replay controller and write into it from the
  replay driver.
* This will allow us to remove the replay driver and still keep any previously
  obtained references/pointers to the pipeline state valid.
2021-08-18 20:12:06 +01:00
baldurk 0804ef63be Emulate bad vertex attribute casts on GL in mesh viewer
* On GL you can specify a vertex attribute that's stored as int but gets
  converted to float with glVertexAttribFormat instead of glVertexAttribIFormat.
  However if the shader accepts an int this is invalid and the value is
  undefined - we emulate this as the float bits being read as int directly, but
  that's not guaranteed behaviour.
* Normally we don't emulate this kind of mis-cast behaviour and just display the
  type of data passed to the shader, but in this case GL lets you specify three
  types (stored as int, cast to float, read as int) so our normal behaviour of
  just showing the input can be more misleading than normal.
2021-08-16 10:54:47 +01:00
baldurk 100ccc9c65 Specify entry point when disassembling with spirv-cross. Closes #2342 2021-08-11 21:53:15 +01:00
baldurk c2e5d2a7fb Allow find text to be preserved when closed and reopened 2021-08-11 18:11:23 +01:00
baldurk b8fd1fce02 When finding in the event browser, respect the current filter
* This means we'll jump to the nearest _visible_ result, rather than just the
  next result whether or not it's visible. This also applies to EID searches,
  when doing a go-to on a particular EID we'll end up jumping to the next
  visible EID.
2021-08-10 13:53:25 +01:00
baldurk 93f8a59a8f Linux compile fixes 2021-08-02 16:27:48 +01:00
baldurk a3d5404393 Don't use the W from VS input (and VS out with geom/tess) positions
* This allows W to be filled with 1.0 which our mesh viewing shader expects to
  have to be able to multiply by the MVP matrix.
2021-08-02 10:22:40 +01:00
baldurk 7e080857aa Fix an infinite recursion crash when opening the event browser
* If a capture was opened it would recurse between initialising the event
  browser and the marker breadcrumbs.
2021-08-02 10:05:42 +01:00
baldurk 9655a029a9 Handle fake markers in timeline bar. Closes #2327 2021-07-29 12:51:47 +01:00
baldurk faebd8b3c7 Fix old breadcrumbs persisting into new captures 2021-07-28 11:37:14 +01:00
baldurk 97a83f4dc4 Fix a crash with action durations if there are fake markers added 2021-07-28 11:37:14 +01:00
baldurk 4bb3286d05 Reset action timings when eventbrowser model is reset 2021-07-28 11:37:14 +01:00
baldurk 63e5448275 Fix naming of resource usage on GL/Vulkan 2021-07-28 11:37:14 +01:00
baldurk d0acc2a349 Fix display of typed buffers in D3D pipeline state viewer 2021-07-28 11:37:13 +01:00
baldurk 34a65857b1 Use custom sort on shader messages for location/workgroup
* The default sorting is purely text based so 1,0,0 is followed by 10,0,0 not
  2,0,0. We customise the sort so it does the right thing per-column.
2021-07-23 12:01:41 +01:00