baldurk
a012652049
Handle arrays of objects in shaders
2016-02-07 18:46:32 +01:00
baldurk
7dd5760420
Try to handle unbound resources a bit better
2016-02-07 18:46:31 +01:00
baldurk
1503e7f881
Add mousemove/mouseleave handlers for non-PS resources
2016-02-07 18:46:30 +01:00
baldurk
e6807ec3a7
Proper display for descriptor sets in pipeline state view
2016-02-07 18:46:29 +01:00
baldurk
ba8114936e
Render mesh displays as 4x MSAA to make the line rendering a bit nicer
2016-02-07 18:46:23 +01:00
baldurk
879df25850
Implement mesh rendering (wireframe and solid)
2016-02-07 18:46:10 +01:00
baldurk
c71191906b
Don't do any shader viewer work if the log is closed
2016-02-07 18:45:25 +01:00
baldurk
af8addf20e
Display if blend is enabled properly
2016-02-07 18:45:18 +01:00
baldurk
b363dc1fb5
Vulkan scissor regions are x,y,width,height
2016-02-07 18:45:16 +01:00
baldurk
36d2ffd988
Handle super small buffers in buffer viewer without displaying nothing
2016-02-07 18:45:14 +01:00
baldurk
484d70ddbd
Display buffers properly in resource list
2016-02-07 18:45:13 +01:00
baldurk
4ece1ed5b3
Handle vtx binds referencing unset vbuffers (valid if binds are unused)
2016-02-07 18:45:12 +01:00
baldurk
4fe74824b1
Switch buffer offsets and lengths to 64-bit, downcast only where needed
2016-02-07 18:45:06 +01:00
baldurk
b569932a71
Update pipeline stage names to Vulkan nomenclature
2016-02-07 18:45:05 +01:00
baldurk
7769e1d672
Change API events view to show { } sections in sub-nodes
2016-02-07 18:44:57 +01:00
baldurk
70b1d241b0
Finish the vulkan pipeline display
2016-02-07 18:43:49 +01:00
baldurk
9d3202ae5f
Don't conflict between C# UI and replay output flipping pixel context
2016-02-07 18:43:46 +01:00
baldurk
963986b9e9
Do swapchain resizing properly and re-enable thumbnails (working now?!)
2016-02-07 18:43:36 +01:00
baldurk
4336722e34
Tidy up FetchTexture data for vulkan, fill out all fields properly
2016-02-07 18:43:35 +01:00
baldurk
313f53a820
Remove stored fake backbuffer data, display backbuffer on present calls
2016-02-07 18:43:34 +01:00
baldurk
b28428cdf1
Don't try and index into a descriptor set or binding that doesn't exist
...
* This can happen with unused binds - I think it's valid for a bind in a
shader to index outside of the descriptor set as long as it's never
used.
2016-02-07 18:43:15 +01:00
baldurk
ee1460dcaa
Update C# vulkan pipeline state structs to match
2016-02-07 18:43:00 +01:00
baldurk
448df65773
Protect against framebuffer being unset when not in valid pipeline state
2016-02-07 18:42:29 +01:00
baldurk
238efe31f1
List resources for texture viewer to pick up
2016-02-07 18:42:11 +01:00
baldurk
33fd37282b
Clear resource previews to black while thumbnails are still disabled
2016-02-07 18:42:10 +01:00
baldurk
f660bdd807
For now, blat resources out into a list by string
...
* This will do until I figure out how to layout the pipeline viewer
for resources.
2016-02-07 18:42:08 +01:00
baldurk
a25d07cf59
Display cbuffer contents within vulkan pipe viewer
...
* For now, we just assume that cbuffers are tightly packed according to
D3D11 rules (matrices, structs, float3/4 are all float4 aligned), and
once final SPIR-V is generated everything should have explicit
offsets, strides, and sizes
2016-02-07 18:42:06 +01:00
baldurk
0a0e948e40
Add shader word highlighting for SPIR-V
2016-02-07 18:42:06 +01:00
baldurk
0007b9d63f
Use shader reflection variable names if no custom image names are set
2016-02-07 18:41:47 +01:00
baldurk
8832573dbb
Expose SPIR-V reflection data to UI
2016-02-07 18:41:45 +01:00
baldurk
8eddd387d7
Add vulkan pipeline state viewer based on D3D11 viewer
2016-02-07 18:41:35 +01:00
baldurk
4e113a08c7
Hack out handling of vulkan pipeline type in texture viewer
2016-02-07 18:41:30 +01:00
baldurk
edac1f0bfd
Pass vulkan pipeline state along to UI
2016-02-07 18:41:29 +01:00
baldurk
4ed49079d1
Re-enable thumbnails and pixel context, as multiple swap chains work now
2016-02-07 18:41:29 +01:00
baldurk
2b67894bdb
Temporarily disable thumbnails and pixel context
...
* just until multiple swapchains is working
2016-02-07 18:39:03 +01:00
baldurk
efe65520de
Fix possible update failure (doesn't help shipped code, but oh well...)
...
* Apparently Application.Exit() doesn't close immediately and can throw
an exception, leaving the UI open while the updater tries to run and
nothing works. Environment.Exit(0) should do better hopefully.
2015-12-31 20:58:53 +01:00
baldurk
efd8bf1baf
Fix reported crash - close any find dialogs when shader window closes
2015-12-15 17:26:28 +01:00
baldurk
8b7a025853
Refactor BGRA formats to not be special (so allow any BGRA format)
...
* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk
665b4743c6
Fix stupid damned scrollbars that don't actually go up to their maximum
2015-11-18 23:36:17 +01:00
baldurk
c8a6d0dbb7
If displaying via a custom shader when saving texture, save that output
2015-11-18 22:30:47 +01:00
baldurk
73ad61d38e
When saving textures if only one channel is visible, save as greyscale
2015-11-18 22:30:47 +01:00
baldurk
00ba48ef4c
default to VS IN as primary, instead of just bailing
2015-11-18 22:30:46 +01:00
baldurk
e441bff833
Display NaNs correctly in buffer viewer cells
2015-11-18 22:28:47 +01:00
baldurk
2cca0a53c3
Set the window title to the filename when saving a log
2015-11-13 22:29:29 +01:00
baldurk
10c461d7d3
In mesh viewer, vertex picking and enabling sync will sync up the views
2015-11-12 09:40:41 +01:00
baldurk
0357a2e35e
Make visible histogram range a per-texture stored/loaded setting
2015-11-09 23:42:56 +01:00
baldurk
ca9293c576
Fix File->Exit shortcut clashing with File->Recent Capture Settings
2015-11-09 23:05:02 +01:00
baldurk
e9d7e51159
Handle shader reflection being NULL without crashing. Refs #168
...
* Can happen in edge cases where the separable program fails to create.
2015-11-09 22:52:17 +01:00
baldurk
ad805e8117
Allow excess VS sig system value elements versus IA bytecode. Refs #167
...
* The VS can consume system value semantics at the end of the signature
that weren't present in the IA layout's bytecode. Note that if the
order changes (ie. the system value element is first) then that's not
OK. Only trailing elements are allowed.
2015-10-26 19:13:08 +01:00
baldurk
910e261133
Only display RW thumbnails if the shader actually uses them
2015-10-26 18:31:17 +01:00