Commit Graph

329 Commits

Author SHA1 Message Date
baldurk efe65520de Fix possible update failure (doesn't help shipped code, but oh well...)
* Apparently Application.Exit() doesn't close immediately and can throw
  an exception, leaving the UI open while the updater tries to run and
  nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk efd8bf1baf Fix reported crash - close any find dialogs when shader window closes 2015-12-15 17:26:28 +01:00
baldurk 8b7a025853 Refactor BGRA formats to not be special (so allow any BGRA format)
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk 665b4743c6 Fix stupid damned scrollbars that don't actually go up to their maximum 2015-11-18 23:36:17 +01:00
baldurk c8a6d0dbb7 If displaying via a custom shader when saving texture, save that output 2015-11-18 22:30:47 +01:00
baldurk 73ad61d38e When saving textures if only one channel is visible, save as greyscale 2015-11-18 22:30:47 +01:00
baldurk 00ba48ef4c default to VS IN as primary, instead of just bailing 2015-11-18 22:30:46 +01:00
baldurk e441bff833 Display NaNs correctly in buffer viewer cells 2015-11-18 22:28:47 +01:00
baldurk 2cca0a53c3 Set the window title to the filename when saving a log 2015-11-13 22:29:29 +01:00
baldurk 10c461d7d3 In mesh viewer, vertex picking and enabling sync will sync up the views 2015-11-12 09:40:41 +01:00
baldurk 0357a2e35e Make visible histogram range a per-texture stored/loaded setting 2015-11-09 23:42:56 +01:00
baldurk ca9293c576 Fix File->Exit shortcut clashing with File->Recent Capture Settings 2015-11-09 23:05:02 +01:00
baldurk e9d7e51159 Handle shader reflection being NULL without crashing. Refs #168
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk ad805e8117 Allow excess VS sig system value elements versus IA bytecode. Refs #167
* The VS can consume system value semantics at the end of the signature
  that weren't present in the IA layout's bytecode. Note that if the
  order changes (ie. the system value element is first) then that's not
  OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk 910e261133 Only display RW thumbnails if the shader actually uses them 2015-10-26 18:31:17 +01:00
baldurk dda2160225 Don't mark vertex buffers used if the input layout slot isn't used 2015-10-25 23:34:38 +01:00
baldurk 57ba6e0806 Add overlays to clear before current draw/pass. Refs #164
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
  which isn't quite the same as the auto-grouping passes (which allow
  for varying colour binds being grouped together). It only counts up
  to the last draw where the outputs were different.
2015-10-25 15:49:16 +01:00
baldurk c7cfdcc689 Add basic support for displaying/picking S8 textures. Refs #165 2015-10-25 14:09:43 +01:00
baldurk 1b99bb3dfc Add warning and clip display if a buffer will be too large
* E.g. if a huge buffer is displayed as just floats, there could be
  100s of millions of rows. Instead, we clip to 200,000 (anecdotally
  where things start getting a bit laggy on the control), and allow
  advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk 11286b0f71 Make sure find results textbox is marked read-only 2015-10-07 20:00:45 +02:00
baldurk a98e7eb9d6 Clear search results for each new search 2015-10-07 20:00:33 +02:00
baldurk 239abd08dd Remove all newlines from find-in-files results 2015-10-07 19:56:52 +02:00
baldurk bf9e6c1156 Make sure to unset the update flag if we're on the latest version 2015-10-06 17:07:51 +02:00
baldurk c4d95421e0 Fix crash if main window is closed while update check is ongoing 2015-10-04 15:31:10 +02:00
baldurk ebe442d1d8 Update tips dialog and add a menu item for it. 2015-09-25 21:09:12 +02:00
baldurk 7fdadc52f7 Fix register/variable highlighting sometimes getting busted 2015-09-23 13:30:12 +02:00
baldurk 51f8e949a1 Add back some code that was deleted by accident 2015-09-23 13:29:54 +02:00
baldurk e58c7aff13 Add extra bounds check just in case trace has no steps. 2015-09-16 01:18:14 +02:00
baldurk 2100344636 Fix logic to ensure we don't silently drop manual update checks 2015-09-15 18:43:06 +02:00
baldurk 1f3a83cf38 Don't make UpdateDialog TopMost, that's globally always-on-top 2015-09-15 18:42:42 +02:00
baldurk d16a8024d5 Make sure we have some fallback for locating position element. Refs #149
* If no position element is selected at all that's really confusing, so
  worst case we just pick the first attribute.
* Making it intuitive/obvious that you can change which attribute is
  displayed as mesh - that's a different problem.
2015-09-12 17:30:35 +02:00
baldurk 96b43aa54d Allow the queued capturing of frame 1 immediately. Refs #150 2015-09-12 17:23:30 +02:00
baldurk 1ca3685668 Don't autofit if no texture is viewed (e.g. if a buffer is up)
* This fixes a bug from a crash upload
2015-09-11 11:52:02 +02:00
baldurk 2d12d5abee Add an update dialog that shows update notes & does upgrade smoothly 2015-08-30 00:11:48 +02:00
baldurk 95be5454f9 Add a "Find in all files" dialog on ctrl-shift-f to shader viewer 2015-08-29 19:26:50 +02:00
baldurk 9f43f12135 Add a list of all files in shader viewer when there are more than 3 2015-08-29 17:18:28 +02:00
baldurk 24b0f04f17 Remove double loop increment 2015-08-28 22:04:06 +02:00
baldurk 726a937312 Check against gridview being disposed (from crash report) 2015-08-24 20:06:01 +02:00
baldurk 4609fa710b Update RenderDoc application-facing API to a stable/mature version.
* This API is now intended to be forward and backward compatible as much
  as possible. Meaning applications should be able to run without
  changing on many RenderDoc versions after the one they are built
  against without breaking.
* All function pointers are fetched at once in one versioned GetAPI()
  function, to save on constant GetProcAddress/dlsym'ing.
* Otherwise, it's largely similar to the previous API.
2015-08-23 15:12:05 +02:00
baldurk 6a2344d9d8 Show correct inputs/outputs for copy and dispatch calls. Refs #147
* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
  use the same codepath.
2015-08-23 13:20:23 +02:00
baldurk d58d5b76b3 Use shader variable name for CS UAV slots, if available 2015-08-23 13:15:09 +02:00
baldurk 9333228fc5 Highlight empty viewports that are still enabled in the UI. Refs #144 2015-08-23 11:49:00 +02:00
baldurk f6b4b2fe22 Change python embedding to get standard library from zip, not a dll
* This seems way more reliable and smaller than shipping a compiled .dll
* For some reason I didn't find this method before (I only knew that
  you could ship the loose files which wasn't a good solution).
2015-08-23 11:17:46 +02:00
baldurk 8ca621a649 Handle invalid characters in shader filename paths everywhere 2015-07-25 10:33:52 +02:00
baldurk 2967a8a5ce Catch overflow exception handling bounding box 2015-07-24 00:16:45 +02:00
baldurk 7c6790d1d7 Check that there are enough children before indexing into nodes 2015-07-24 00:04:52 +02:00
baldurk 8df2e86805 When selecting a bookmark, skip over labels 2015-07-19 13:47:41 +02:00
baldurk b593f7446e Fix picking up global control shortcuts incorrectly 2015-07-19 13:46:24 +02:00
baldurk 49f5f4cde4 Add Shift-F5 to run backwards in shader debugging 2015-07-19 00:20:03 +02:00
baldurk 8213281921 Fix up fetching layer/mip for FBOs on replay 2015-07-18 18:27:34 +02:00