Commit Graph

285 Commits

Author SHA1 Message Date
baldurk 0f019eafb9 Add option to make shader search paths non-recursive
* For very large shader symbol stores especially those on network drives, the
  bad behaviour that PIX has to recursively search all possible subdirectories
  and enumerate all files can be really slow. Most of the time a file is
  identified by its hash filename and looked up directly - if that isn't a hit,
  in many cases users would rather a fast exit to having no symbols.
2025-04-16 17:39:51 +01:00
baldurk 2322e165de Update copyright years to 2025 2025-03-14 18:54:37 +00:00
baldurk 31d29fcea1 Add python function to clear replay cache 2025-02-21 14:19:12 +00:00
baldurk 7d6ecd1b3d On main UI interface classes add a back-link at where they are retrieved
* E.g. this documents on the ExtensionManager that it's retrieved from
  CaptureContext.Extensions()
2024-12-13 16:48:16 +00:00
baldurk e189c0efd0 Manually link to callback types in docstrings
* The auto-type in parameters does not get linked, but we can manually link it
  in the docstring text.
2024-12-13 16:48:16 +00:00
baldurk ec261a2f85 Use API entry point not source entry point when decompiling source 2024-11-05 10:12:16 +00:00
Cam Mannett de07e66728 Use GLSL 460 for built-in spirv-cross -> GLSL calls
spirv-cross defaults to 450 but will not parse shaders containing the RayQuery capability unless the version is set to 460.

This change modifies the built-in GLSL cross tool to set `--version 460`.  This change does not affect user-specified spirv-cross configurations.
2024-09-10 12:16:08 +01:00
baldurk 7e7bbf58a8 Reflect multiple entry points & ray properties from DXIL shaders 2024-04-26 13:55:19 +01:00
baldurk 334611fa88 Fix some docstring errors 2024-04-10 21:49:18 +01:00
baldurk 1194531fc5 Add a descriptor viewer for showing all of a heap, root sig, or set 2024-04-10 18:58:53 +01:00
baldurk 153cd2aa16 Expose queries for descriptor stores and D3D12 root signature range
* This will allow a UI viewer or consumer of the replay API to more easily query
  'all' descriptors for a given store.
2024-04-10 18:58:53 +01:00
baldurk 2bbe1a8cd9 Update shader viewer and debugging with new reporting for shader binds
* This shifts from reporting from the old style bindset/bind to the new system
  of only referencing by shader interface and index (independent of binding
  model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
  access and descriptor contents in a fashion friendly to interface-index
  lookup.
2024-04-10 18:58:51 +01:00
baldurk cc52e31657 Add overload to search array with a different type without casting
* Provided a compatible operator== overload exists, this can still be used to
  search the array.
2024-04-10 14:47:52 +01:00
Jake Turner e249981d8a Replace {blah} args directly when building tool command line
To support this type of usage:
"{hlsl_stage2}_6_0"
"-fspv-target-env={vulkan_ver}"
2024-03-14 10:50:31 +00:00
Jake Turner 3cb8998841 Vulkan DebugPixel support for multiview debugging
Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews
2024-03-13 07:58:48 +00:00
baldurk 6855013033 Fix compilation 2024-03-01 12:27:30 +00:00
baldurk 3e2340fe16 Add identified support for slang (the language and the tool) 2024-03-01 12:11:37 +00:00
baldurk 9f4f0e6aa1 Update copyright years to 2024 2024-02-12 11:04:52 +00:00
Jake Turner 6ce881d5da UI and Config support for dec/hex display option for Offsets or Sizes
Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered
2023-12-06 17:19:05 +00:00
baldurk 1df7c1ae81 Implement mesh viewer support for task/mesh shaders 2023-11-17 00:47:55 +00:00
baldurk 69dcb42a05 Add enums and API-agnostic handling for new task and mesh shader stages
* The enums are given after compute, to preserve indices for the normal vertex
  pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
  into the `Drawcall` type. This will allow them to be distinguished by API
  backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
  a couple of empty array entries but it should not cause any significant
  issues.
* Shader messages will be identified by group and thread as with compute
  shaders. For mesh shaders there is an additional subdivision to identify them
  by task group, since each task group can submit a grid of mesh groups.
2023-11-16 18:20:23 +00:00
baldurk 9d39b8e1a8 Reformat code for clang-format 15 2023-09-05 11:02:08 +01:00
baldurk e7430226e9 Match SPIR-V version as much as possible when rebuilding shaders 2023-08-22 13:41:39 +01:00
baldurk 0f851df6c2 Batch prepare and allow limited buffering for vulkan initial states
* We add a capture option that defines a soft limit we aim to keep under for
  memory overhead during capture, excess initial states after that will be
  stored temporarily on disk.
2023-06-02 18:53:45 +01:00
baldurk e7f3f571d9 Fix QPointer not being properly initialised 2023-05-16 17:53:16 +01:00
baldurk 9a21a66f7c Fix potential race when destroying windows while command is in flight 2023-05-08 14:23:03 +01:00
baldurk e43a59ab53 Save capture changes to local file not remote temp copy. Closes #2908 2023-04-14 14:03:28 +01:00
KenLee 2eddf80770 MiniQtHelper: Add getteer and setter for CollapseGroupBox; 2023-02-03 16:02:13 +00:00
baldurk d47e79ae07 Update copyright years to 2023 2023-02-01 12:23:32 +00:00
Leonard Tsai f578e62684 Allow multiple depth targets to be viewable in the TextureViewer 2023-01-18 12:56:47 +00:00
baldurk 0acb955e19 Create virtual distinction between Vulkan & GL SPIR-V. Closes #2798
* This distinction unfortunately does not exist in SPIR-V so we have to carry
  around this metadata ourselves. Rather than allowing free specification of
  tools based on API, instead pretend that Vulkan and GL SPIR-V are separate
  format, and duplicate all SPIR-V tools to handle "both" types. This allows
  appropriate tool selection based on the encoding.
2022-12-27 13:39:44 +00:00
Artur Wojcik df7a3562be Update the documentation of the ProgressBar widget 2022-11-28 14:41:00 +01:00
Artur Wojcik bae0d1992b MiniQtHelper: add ProgressBar widget 2022-11-28 14:41:00 +01:00
Artur Wojcik 789a2a131c Use the previous naming to keep source compatibility 2022-11-17 19:22:40 +01:00
Artur Wojcik e630515813 MiniQtHelper: upgrade ComboBox widget
Added interface functions:
    - GetComboBoxCount() the function returns the number of
      combo box options currently set,
    - SelectComboBoxOption() - selects an active combo box
      option by name from the list of set options.

Updated interface functions:
    - Changed SetComboOptions() to SetComboBoxOptions to keep
      consistency in naming.
2022-11-17 19:22:40 +01:00
baldurk 7798d2e114 Check for shader processing tool failures properly. Closes #2751 2022-10-14 12:00:54 +01:00
baldurk 39920c1b71 Show the version running when connecting to incompatible remote server 2022-10-03 20:10:41 +01:00
baldurk bc5aef5447 Add a separate PanelMenu item for extensions in non-mesh buffer viewers 2022-09-19 11:24:38 +01:00
baldurk e061ea3b2e Improve handling of compilers & command line for edited shaders
* We store the compiler used (when known) in shader debug info and use that to
  select the compiler for editing as even higher priority than the default for a
  given language/encoding combination.
* We also ensure that for known tools we add the input and output parameters
  last, after any custom parameters, so that they are always present regardless
  of what the user puts in.
2022-08-10 14:56:44 +01:00
baldurk 94d1ce3917 Cache text for GPUAddress values properly 2022-08-04 16:56:32 +01:00
baldurk 7bdf26d329 Implement location tracking and goto for GS printfs
* We can't debug geometry shaders but we can scroll to them, as long as we have
  the primitive. We can't differentiate instances currently without passing that
  data through from the VS (and through tessellation, if it exists).
* This also disables the debug and goto buttons for printfs from shader stages
  that don't support those operations.
2022-07-11 13:02:23 +01:00
baldurk f01dfbecc1 Add a python extension function to access picked location. Refs #2065 2022-05-31 11:26:59 +01:00
baldurk 3908082bd6 Improve python docstring checks
* We need to check for getsets having duplicate docstrings, and ignore
  docstrings being duplicated between members of different structs.
2022-05-20 14:15:30 +01:00
baldurk abe645f031 Add support for saving and loading structure definitions 2022-05-20 14:15:30 +01:00
baldurk 43fa3cd94b Use BufferViewer for viewing constant buffers
* Unifying these views means that constant buffers have all the same
  reformatting and it avoids having multiple paths for what is now effectively
  the same control (a buffer can either have fixed data, repeating data, or
  both)
2022-05-20 14:15:30 +01:00
baldurk 8aa0390948 Add string messages to returned result codes to display to user
* Most of the main entry points that can fail with relevant reasons now has a
  way of specifying a message to return with it. This message can be displayed
  to the user to give more information or context about an error.
2022-04-26 16:21:54 +01:00
baldurk fcdea67879 Update copyright years to 2022 2022-02-17 17:38:32 +00:00
baldurk f40e1fe951 Fix docstring references to ShaderSourcePrefix 2022-02-01 00:09:35 +00:00
baldurk 3ac4bd0ebd Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros
  to abstract away binding differences between APIs, so custom shaders will be
  more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
  won't break on vulkan because they refer to incorrect binds.
2022-01-31 19:14:08 +00:00
baldurk 0620a8f114 Allow customising the fixed/monospace font as well. Refs #2443 2022-01-12 11:24:22 +00:00