baldurk
3893fc2567
Make sure to trim off filename for windows paths, or if there's no path
2018-09-26 13:26:11 +01:00
baldurk
4ac54ac554
Add VirtualFileDialog fall back if initial directory is invalid
2018-09-26 13:24:18 +01:00
baldurk
cd1d87daa1
Disable IA bytecode button when no capture is open
2018-09-25 18:39:59 +01:00
baldurk
fcb74d2f7c
Don't try to display vertex buffer if we should be using generics
2018-09-25 18:20:27 +01:00
baldurk
d0b650778b
Handle D3D12 register spaces with high values without full array size
...
* Technically register space values are arbitrary so the array should not be
resized to account for all space indices, in case one is very large.
2018-09-25 17:24:01 +01:00
baldurk
73ec1e1d37
Don't assume text output byte buffer is null terminated
2018-09-25 10:39:59 +01:00
baldurk
94496e0e2a
Support copying structured lists to each other in python
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* This requires a copy otherwise object lifetimes are wrong.
2018-09-20 12:35:37 +01:00
baldurk
9bf00cb1a6
More natural python handling for GetDefaultCaptureOptions, return struct
2018-09-18 18:01:28 +01:00
baldurk
684e814eb7
Protect access to TextureViewer from custom shader editor
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* This means we don't crash if the custom shader editor is kept open even when
the texture viewer is closed.
2018-09-18 12:46:23 +01:00
baldurk
5a475211f5
Don't use QFileInfo to get directory part of remote path. Refs #1094
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* QFileInfo implicitly converts the path to the local OS's representation, and
we want to preserve the native path format.
2018-09-07 14:25:55 +01:00
baldurk
6bfb426ab1
Allow specifying {stdin} to specify that input is in stdin. Closes #709
2018-09-07 14:24:45 +01:00
baldurk
553a68de19
Add 'No to All' button when closing a capture connection. Closes #1101
2018-09-07 14:22:47 +01:00
baldurk
8a927f847c
Make warning about process injection restrictions more clear
2018-09-06 13:45:57 +01:00
baldurk
296050e298
Add copy progress bar for copies over target control connections
2018-09-06 13:17:12 +01:00
baldurk
0fbb717803
Allow hitting enter with a selected filename to enter a directory
2018-09-06 12:32:30 +01:00
baldurk
cca4d364bf
Save last capture path per remote host. Closes #1094
2018-09-06 12:30:03 +01:00
baldurk
5145478d19
Remove unused config variable LastCaptureExe
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* In the .NET UI this was used to pre-fill the executable selection dialog, but
it's unnecessary and hasn't been missed.
2018-09-06 10:59:15 +01:00
baldurk
65b567a944
Add macOS windowing system to public API
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* For now it expects a CALayer since this works around a MoltenVK bug
2018-09-05 12:50:58 +01:00
baldurk
76e2a0f42e
On macOS, force a repaint of CustomPaintWidget upon UpdateRequest
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* For some reason the actual paint event never makes it through after converting
to metal-compatible widgets, but painting in response to UpdateRequest (which
should become a paint really) works about as well.
2018-09-05 10:01:35 +01:00
baldurk
7da13165e9
Set up relative-to-executable RPATH on macOS, copy lib into bundle
2018-09-05 10:01:35 +01:00
baldurk
a4e125f961
Fix thumbnails being drawn over whole resource preview
2018-09-05 09:58:16 +01:00
baldurk
6df1edaa10
Remove unused lambda capture variable
2018-09-03 14:12:20 +01:00
baldurk
e81ba58456
Don't call QFile::exists() with empty filename
2018-09-03 14:12:20 +01:00
baldurk
cb23249b26
Fix mac compilation
2018-09-01 01:11:26 +01:00
baldurk
5406227152
Call CreateWindowingData on the main UI thread
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* This allows mac to patch-up the widget to be renderable, and has to happen on
the UI thread.
2018-08-31 22:14:12 +01:00
baldurk
01fb937e28
Only run manual dialog event loop on win32, it can break other platforms
2018-08-31 22:14:12 +01:00
baldurk
76d9ddd584
Improve highlighting of unbound vertex/index buffers in pipeline state
2018-08-28 18:23:57 +01:00
baldurk
5024f80ee9
Make code more robust if indexed draw has unbound ibuffer. Closes #1085
2018-08-28 18:23:57 +01:00
baldurk
a05d63852e
Fix label for shader processing tools in disassembly dropdown
2018-08-28 18:23:57 +01:00
baldurk
f70a86042d
Pass {glsl_stage4} parameter when calling for disassembly as well
2018-08-28 18:23:57 +01:00
baldurk
babe36bf7e
Preserve stdout/stderr from external shader tools and display to user
2018-08-15 13:40:21 +01:00
baldurk
d6706a9c48
Don't allow resource previews to have negative sizes
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* This isn't a real bug, it only happens temporarily during first show of a
window while the geometry is all messed up, but it causes some error spam in
the log so it's better to fix.
2018-08-14 17:43:14 +01:00
baldurk
1ee6ea3916
Make sure messages with bold tag are detected as HTML
2018-08-14 17:43:07 +01:00
baldurk
9b7581011e
Add a per-capture API to target control protocol
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* This means that if an application uses more than one API, the correct API is
listed for each capture.
2018-08-13 18:27:26 +01:00
baldurk
e2c6dc0317
Remove unused function
2018-08-10 18:12:29 +01:00
baldurk
b539eca0f6
Don't delete QProcess early if qrenderdoc takes too long to run
2018-08-10 18:12:28 +01:00
baldurk
197a279e31
Add missing override specifier
2018-08-09 17:53:50 +01:00
baldurk
adb02cbee4
Linux compile fixes
2018-08-09 17:26:47 +01:00
baldurk
3c7b420e59
Expand SPIR-V disassemblers to general shader processing tools
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* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
2018-08-09 16:56:53 +01:00
baldurk
a81e4a2b45
Pass through and allow different source shader encodings when editing
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* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
2018-08-09 16:56:52 +01:00
baldurk
24a5375133
Disable shader buttons when no shader is bound
2018-08-09 16:56:52 +01:00
baldurk
a4dfad6e82
Add a backend query to check shader encodings BuildTargetShader allows
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* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
2018-08-09 16:56:51 +01:00
baldurk
3ddeea088c
Draw a divider in toolbuttons with menu dropdowns
2018-08-09 16:56:49 +01:00
baldurk
de59556c3b
Don't allow HTML pipeline export with no capture loaded
2018-08-09 16:56:49 +01:00
baldurk
2fc67467e2
Don't add empty API name to analytics - indicates failure to load
2018-08-09 16:56:47 +01:00
baldurk
d7e4060698
Make sure we don't open a shader viewer with an unbound shader
2018-08-07 12:42:52 +01:00
baldurk
4e6c3ead41
Nudge users reporting bugs on old builds to update to the latest version
2018-08-07 12:42:51 +01:00
baldurk
feee30c15e
Set UI value of CaptureAllCmdLists from settings
2018-08-07 12:42:50 +01:00
baldurk
9e3147d021
Save treeview expansion state while browsing. Closes #678 , Closes #1034
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* This is supported currently in the API inspector, constant buffer previewer, and resource inspector.
* The saved expansions are only saved while the capture is open, and will be reset each time.
2018-08-06 16:23:03 +01:00
baldurk
74528c4d15
Allow saving state internally by key as well as externally
2018-08-06 16:23:03 +01:00