Commit Graph

439 Commits

Author SHA1 Message Date
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