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