baldurk
2b5e37b442
Make handling of mips more consistent around locked textures. Refs #292
2016-07-12 19:22:17 +02:00
baldurk
2a68153def
Make sure resource context menu items are large enough
2016-07-12 19:00:37 +02:00
baldurk
123476fd30
Allow fetching view params (bound mip, etc) for copy/compute. Refs #292
2016-07-12 18:48:03 +02:00
baldurk
53d739c659
Add fallback if miplevel doesn't have a selected value
2016-07-12 18:41:51 +02:00
baldurk
80b61b2e37
Fix picked pixel co-ordinates as well as hover co-ords. Refs #300
2016-07-12 18:39:10 +02:00
baldurk
5c53e623df
Add win32-specific commands (crash handle, upgrade, global hook)
2016-07-12 17:39:24 +02:00
baldurk
73dc89f25a
Allow specifying a listen interface and port, for remote replaying
2016-07-12 17:39:22 +02:00
baldurk
e12d789a83
Fix incorrect use of texture height instead of mip. Refs #300
2016-07-11 18:54:22 +02:00
baldurk
982273bbd3
Detect and show sample mask failures in pixel history. Refs #296
2016-07-11 12:32:49 +02:00
baldurk
9ab17f359f
Name depth as depth/stencil to account for DS or stencil-as-uint views
2016-07-11 11:55:25 +02:00
baldurk
ce2b7a88d3
Remove redundant word
2016-07-11 11:54:58 +02:00
baldurk
49dc23cb7e
Add compatibility for loading old layouts with bad checkerboard colours
2016-07-11 11:28:24 +02:00
baldurk
6608a965ed
Fix sRGB handling on clear colours
2016-07-10 18:10:06 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +02:00
baldurk
3e171f7f79
Remove top-most windows, we shouldn't have any (just above-rest-of)
2016-07-04 10:59:11 +02:00
baldurk
e8b3400ebb
Fix crash if tex doesn't have any settings yet
2016-06-28 11:38:07 +02:00
baldurk
edbd1ce89b
Pass through view format as a type hint to texture display/sampling
...
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
EecheE
e160457abb
Fixed null exception if Reset01 is clicked with no active texture.
2016-06-26 12:26:00 +02:00
EecheE
c52e763e8c
Changed default histogram range to [-1,+1] for snorm textures.
...
If viewing a SNORM texture, default histogram range is set to [-1,1]
instead of [0,1].
Added support for BC5U .dds fourcc code.
2016-06-25 17:14:41 -07:00
baldurk
3f4ec852ba
Pass through image layouts for vulkan and display in tooltips. Refs #199
...
* Semi experimental for now - I'm not convinced that having a tooltip
for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk
307cee89fe
Adjust columns in vulkan shader resource UI to make a bit more space
2016-06-24 16:55:24 +02:00
baldurk
377e07374b
Add (semi-experimental) highlight & info for non-trivial resource views
...
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
2016-06-24 16:32:32 +02:00
baldurk
27bbbc39a4
Pass through number of mips/layers in Vulkan image views
2016-06-24 16:31:04 +02:00
baldurk
75590986ee
Fix potential crash with TreeListView.InvokeRequired not being right
2016-06-24 15:35:17 +02:00
baldurk
005a9ee226
Display swizzles on image views in vulkan pipeline view
2016-06-24 13:09:06 +02:00
baldurk
f35a4c6b6b
Use view format instead of resource format for Vulkan
...
* Since the Vulkan views are tighter and more strictly specified, we can
always safely use the view format (in the non-mutable case it must
exactly match the underlying resource's format).
2016-06-24 12:34:11 +02:00
baldurk
d4ff92755a
Display multisample count for MSAA textures in states
2016-06-24 12:14:22 +02:00
baldurk
9826ba6848
For D3D11 use the view's format not the resource's, for typeless formats
2016-06-24 12:11:22 +02:00
baldurk
a8457b56f6
Display required bytes of constant buffer if it differs from buffer size
2016-06-23 16:20:37 +02:00
baldurk
0c3a7200fd
Always view raw buffers as xint
2016-06-23 12:17:59 +02:00
baldurk
f00049bed3
Fixup display&export of byte address and structured (with/no counter)
2016-06-23 12:17:58 +02:00
baldurk
745df431db
Remove unused debug trace line
2016-06-23 11:19:43 +02:00
baldurk
eb9684d355
Fix pips drawing incorrectly.
2016-06-23 11:19:37 +02:00
baldurk
494627c299
Display image barriers in texture usage dropdown and timeline bar
2016-06-22 19:04:08 +02:00
baldurk
af3e57e79c
Add feature to export events to a file for diffing
2016-06-22 16:09:57 +01:00
baldurk
04d1668bd7
Add layout persistence to buffer viewer
2016-06-22 12:39:34 +01:00
baldurk
5864c11fa2
Add support for D3D11.3 and D3D11.4 (minor). Refs #235 . Refs #145
...
* Only one major piece of functionality is unimplemented and stubbed out
- WriteToSubresource and ReadFromSubresource in concert with passing
a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
2016-06-21 21:08:26 +02:00
baldurk
6403b5a6d6
Use full pathnames for files, so we don't have duplicate keys in dict
2016-06-21 13:35:21 +02:00
baldurk
11ee6e2e34
Allow dragging exes in anywhere and they won't be opened as logfiles
2016-06-20 17:30:29 +02:00
baldurk
68ba7313c3
Force TreeListView scrollbars to create handles on startup. Closes #202
...
* I honestly don't know why this fixes it really. I finally got a
reliable repro which involved somehow scrollbars becoming visible and
creating their window handles in a weird circumstance while dragging
the window off fullscreen, and that causing the window handle create
to fail.
2016-06-17 22:59:42 +02:00
baldurk
10629ab92b
Use https URLs to access renderdoc.org
...
* Previous versions accessing the http URLs will be redirected soon (as
of time of writing this). The POST /bugsubmit won't be redirected as
it's not feasible to redirect POST requests, but that will continue
working.
2016-06-17 14:12:19 +02:00
baldurk
7884b0e825
Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11
2016-06-09 17:37:16 -07:00
baldurk
ed018f23e8
Add shader edit & replace for vulkan (without source for now)
...
* Currently at least glslang doesn't emit OpSource with source data
embedded, so we don't pull it out and for the moment we just pre-fill
the shader editor with the disassembly text (which is sort of but not
really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk
6ddba5f0ad
Don't default to max zoom when there's no current texture.
2016-06-09 10:49:04 -07:00
baldurk
65d407d5a8
Prevent custom shaders being added to the list twice
2016-06-09 10:49:00 -07:00
baldurk
8b64868025
For GLSL, insert text after #version statement.
2016-06-09 10:48:50 -07:00
baldurk
22d58cf739
Implement custom display shaders for vulkan
2016-06-09 10:48:44 -07:00
baldurk
e36f038827
Use start instead of end EID/DrawID for fake profile markers
...
* This causes the range in the event browser to show up properly as
start-end instead of end-end.
2016-06-08 15:30:38 -07:00
baldurk
d41c9538de
Add support for SPIR-V specialization constants
2016-06-07 11:35:44 -07:00
baldurk
947f7decb2
Add 'show all instances' mode, and make colours consistent. Closes #248
2016-06-03 17:34:26 +02:00