Commit Graph

508 Commits

Author SHA1 Message Date
baldurk 8333087595 Rename 'since last clear' to 'show whole pass' 2016-02-28 14:05:47 +01:00
baldurk 81ff983fa2 Fix a long-standing silly bug. Vertical and Horizontal were reversed 2016-02-28 11:52:07 +01:00
baldurk 0a42d3e4d7 Rename 'Profile' target in visual studio to 'Development'
* When I went to explain to someone why the target was named Profile and
  not Debug as you might expect, I realised the reasons were entirely
  opaque and historical. So instead, rename it to Development since that
  is really what it's for - any profiling would be done in Release mode.
2016-02-28 11:33:23 +01:00
baldurk df5def2182 Add a "load texture as a buffer view" button. Refs #141
* This isn't a complete fix as the buffer gridview doesn't support 100s
  or 1000s of columns, but it's a start and could be useful in some
  cases.
2016-02-24 00:43:57 +01:00
baldurk 729404b225 Fix potential deadlock accessing ByteOffset on render thread 2016-02-24 00:42:59 +01:00
baldurk 839ee08768 Don't create unnecessary output for non-mesh buffer viewers 2016-02-23 22:24:45 +01:00
baldurk 1f1694af4f Keep pan consistent when switching between integer multiple textures
* Basically for downsample chains and the like, the pixels should now
  exactly line up with each other rather than shifting back and forth.
2016-02-21 16:37:58 +01:00
baldurk 1a05f4fc4a Forcibly refresh UI state after editing a shader or removing an edit 2016-02-21 16:10:46 +01:00
baldurk 49669d676e Identify depth textures by depth format, not just having DSV flag 2016-02-21 15:36:05 +01:00
baldurk bb408e7de4 Update enums on C# to match C++ enums 2016-02-21 15:35:47 +01:00
baldurk 6bff873bf1 Fix incorrect calculation (off by one) when picking pixels & y-flipped 2016-02-19 11:08:36 +01:00
baldurk f15ca1fb15 Always convert paths to full UNC paths. Refs #177
* This avoids ambiguity/possible change between a mapped network drive
  like Z:\ and the UNC path \\hostname\foo\bar\
2016-02-18 15:05:46 +01:00
baldurk 154161e260 Bump version number to 0.28 2016-02-17 13:37:35 +01:00
baldurk d865223879 Update vulkan layer banner on first shown
* Prevents an ordering issue where the --updatedone installation of the
  layer happens after the capture dialog first checks layer registration
2016-02-08 23:10:53 +01:00
baldurk df714b3f47 Make buffer viewer more robust to being closed while fetching data 2016-02-08 21:11:46 +01:00
baldurk 0d768bec64 Do string insensitive compare for 32-bit layer as well 2016-02-07 18:52:15 +01:00
baldurk 87cd6a1d4d Handle Wow6432Node implicit layers key not being present 2016-02-07 18:52:13 +01:00
baldurk 2a4f5c5ac8 Reduce minsize on panels in vulkan pipeline state viewer 2016-02-07 18:52:06 +01:00
baldurk 420f1e7000 Fix display of push constants in the UI 2016-02-07 18:52:05 +01:00
baldurk c698670368 Do comparison with layers in registry case insensitive
* Prevents the warning about layers being mis-registered popping up a
  false positive
2016-02-07 18:52:03 +01:00
baldurk f2090b40a7 Rename constant buffers to uniform buffers on VK pipeline display 2016-02-07 18:51:59 +01:00
baldurk 6655d525d1 Don't enforce max row count for mesh viewer 2016-02-07 18:51:45 +01:00
baldurk 254321fcd1 Quick hacks to show SPIR-V disassembly with hlsl highlighting 2016-02-07 18:51:23 +01:00
baldurk 79c863c21d Make sure to add ALL leftovers after main loop in FakeProfileMarkers 2016-02-07 18:50:56 +01:00
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk 82faf93a27 Fetch and store array stride with each constant block variable 2016-02-07 18:50:27 +01:00
baldurk f05b32afae Slightly improve automagic pass markers 2016-02-07 18:50:21 +01:00
baldurk 2107b2fe55 Handle push/pop markers when inserting via queuesubmit
* This allows push/pop regions to cross command buffers, as long as they
  are submitted in the right order etc.
2016-02-07 18:50:14 +01:00
baldurk 5b2806f573 Add check for vulkan 2016-02-07 18:50:13 +01:00
baldurk e22d62dabd Add formatting of complex buffers when opening viewer 2016-02-07 18:50:12 +01:00
baldurk a41104bbd0 Display/report compute resources correctly 2016-02-07 18:50:11 +01:00
baldurk d98a9ef4ae SPIR-V should fill out read only and read write resources separately 2016-02-07 18:50:10 +01:00
baldurk 85858da14d Use the right slot number for opening constant buffers 2016-02-07 18:50:09 +01:00
baldurk 8e089a8768 Mark dispatches as drawcalls and fixes for CS pipeline state 2016-02-07 18:50:08 +01:00
baldurk 6959d45d44 Tweak resource usage menu to group things a little more aggressively 2016-02-07 18:50:06 +01:00
baldurk c8436d3646 Implement resource usage tracking 2016-02-07 18:50:05 +01:00
baldurk 258e08f740 Add a UI to prompt the user to install the vulkan implicit layer
* I don't like the fact that it doesn't "just work" but this is mostly
  limited by design decisions on the side of the vulkan loader.
* There is no good way with the loader to say 'please also include this
  layer in the enumerated lists'. There is an all-or-nothing override of
  layer searching, but that would break any layers the application might
  actually rely on.
* On balance I've decided to go with this method, as it's a one-off
  interruption for the user (unless someone is constantly switching
  between installs).
2016-02-07 18:49:59 +01:00
baldurk e1a37d4616 Reorganise hierarchy so that vkQueueSubmit is just labels
* Rather than explicitly having vkQueueSubmit as a node with command
  buffer children, and those with the contents, we now inline everything
  and just add labels at beginning and end.
* Also tweaked slightly the fake pass algorithm to handle labels being
  present and merging a bit more aggressively to merge adjacent command
  buffers that are doing the same pass.
2016-02-07 18:49:53 +01:00
baldurk 251a9773c2 remove min/max event IDs from FetchCounters - always times whole frame 2016-02-07 18:49:47 +01:00
baldurk 794065eedb Crash fix 2016-02-07 18:49:43 +01:00
baldurk 7aca368cc7 Fix resourceformat check (was 'working' before because null != null) 2016-02-07 18:49:39 +01:00
baldurk 459196fd21 Shift responsibility for 'whole pass' type processing to replay drivers
* Note, currently broken as the drivers don't have previous/next EIDs
  set up on their drawcalls
2016-02-07 18:49:36 +01:00
baldurk a3bf43c852 Tweak cell header merging in buffer viewer to merge all columns
* There's some kind of flickering/lag that goes on when you horizontally
  scroll but it's minor and I can't figure out how to fix it for now.
2016-02-07 18:49:32 +01:00
baldurk 599a378d9c Display descriptors by iterating the sets and looking up reflection
* This lets disabled/empty sets be displayed more correctly
2016-02-07 18:49:31 +01:00
baldurk 183919853f Proper null checks in C# operator == 2016-02-07 18:49:30 +01:00
baldurk e0bbed0b34 Pass shader specialization data to pipeline state (just data, not in UI) 2016-02-07 18:49:22 +01:00
baldurk 4b7c33d531 Fixes for vulkan for BGRA changes, add R4G4 special format 2016-02-07 18:49:21 +01:00
baldurk a995ee66e2 Change handling of shaders and entry points so they're not aliased 2016-02-07 18:49:03 +01:00
baldurk f63dfcfc1f depthclip != depthclamp 2016-02-07 18:48:38 +01:00
baldurk 795fbcaf8d Fix some misc bugs 2016-02-07 18:48:35 +01:00