baldurk
a4acd3cb31
Hook up most of the small UI items and buttons in the buffer viewer
2017-01-26 23:31:57 +00:00
baldurk
0cbb43b7bf
Remove QString formatting on output log
2017-01-26 23:31:57 +00:00
baldurk
849f3970ab
Implement synced views
2017-01-26 23:31:57 +00:00
baldurk
425e65a1e8
Initialise the current stage to VSIn by default
2017-01-26 23:31:57 +00:00
baldurk
d0e7428773
Don't register buffer viewer as log viewer until the end of construction
2017-01-26 23:31:57 +00:00
baldurk
19034c0d93
Don't use resizeColumnsToContents on full data, add column per component
2017-01-26 23:31:57 +00:00
baldurk
11db513705
Rename 'capture' button to 'launch' on CaptureDialog to clarify usage
2017-01-26 23:31:56 +00:00
Tiago Rodrigues
472960d92f
Add PIX3 event support to D3D12 driver
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PIX3 events (from WinPixEventRuntime) are passed as a blob of unformatted parameters which the profiling application must parse and format.
2017-01-26 08:30:47 +00:00
baldurk
74a2da2b11
Handle pixel history for D16 targets directly without failing
2017-01-25 21:48:38 +00:00
baldurk
97aa6281ac
Compile fixes for linux
2017-01-25 21:04:57 +00:00
Pierre-Loup A. Griffais
316c7140c2
Update README.md
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Reference TODO list in README caveat for Qt UI.
2017-01-25 20:53:03 +00:00
baldurk
503e60b6a5
Fix setting GL_TEXTURE_MAX_LEVEL to number of mips, not #mips - 1
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* This resulted in a lot of textures being incomplete, which could cause
weird problems depending on if mips are used or not.
2017-01-25 20:13:40 +00:00
baldurk
e6295fa309
Stub out BufferViewer UI controls, and make camera control properly
2017-01-25 20:13:40 +00:00
baldurk
82068eeab8
Set up D3D12 pipeline state view in Qt
2017-01-25 20:13:39 +00:00
baldurk
a39d8877bf
Set up D3D11 pipeline state view in Qt
2017-01-25 20:13:37 +00:00
baldurk
64686d26d6
If LogfileLoaded is called out of order, ensure pipeline state is ready
2017-01-25 12:46:21 +00:00
baldurk
6ee0ef0402
Fix formatting of hex (to be uppercase) and bools ("true" or "false")
2017-01-25 12:46:07 +00:00
baldurk
21be0f8923
Fix incorrect range for view details - offset to offset+size
2017-01-25 12:45:11 +00:00
baldurk
b428dfd139
Only use base filename, not full path
2017-01-25 12:44:57 +00:00
baldurk
3b7eaaa4fb
Set titles for source file tabs in the shader viewer
2017-01-25 12:44:41 +00:00
baldurk
28cba09f22
Apply cmake compiler selection into qmake command
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* In particular this means that if you compile with clang, qmake won't
try to use g++.
2017-01-24 22:30:02 +00:00
baldurk
dd957a2ac8
Change std::setlocale to setlocale to fix on some compilers
2017-01-24 22:27:09 +00:00
baldurk
3b010c6eef
Linux compile fixes
2017-01-24 21:24:32 +00:00
baldurk
87ed2fcd95
Fix a typo in groupbox name
2017-01-24 19:17:00 +00:00
baldurk
35b951b37c
Don't show tree for widgets in GL pipeline viewer - no array binds
2017-01-24 19:07:00 +00:00
baldurk
d0aec2197d
Implement GL pipeline state viewer for Qt
2017-01-24 19:02:29 +00:00
baldurk
a200ed8455
Tweak grid layout lines to match up better for non-square tables
2017-01-24 19:00:57 +00:00
baldurk
1983414560
Make sure to swap channels when saving BGRA formats. Refs #495
2017-01-24 16:24:36 +00:00
baldurk
31c29c3149
Give Vulkan shader stage structs in pipeline state consistent names
2017-01-24 12:12:33 +00:00
baldurk
581c55f615
Add a log message when a capture is closed for better post-mortem debug
2017-01-24 10:15:14 +00:00
baldurk
d368cf2919
Require GL_ARB_gpu_shader5 for gl_SampleMaskIn in quad write shader
2017-01-24 10:14:55 +00:00
baldurk
7ef73f92ef
Add shader viewer (view only - not edit/debug) using Scintilla widget
2017-01-23 19:09:29 +00:00
baldurk
2e9167b08e
Add Scintilla 3.7.2 to qrenderdoc to build in directly
2017-01-23 19:09:29 +00:00
baldurk
67e806a8c1
Remove unused rdctype::array constructor
2017-01-23 19:09:28 +00:00
Pierre-Loup A. Griffais
b335d32424
posix process: don't crash on malformed environment
2017-01-23 19:09:28 +00:00
baldurk
bda5c71a3e
Fix path to resources.qrc in AboutDialog.ui
2017-01-23 19:09:28 +00:00
baldurk
1c29bcfec7
Look for renderdoccmd.exe in development environment folder structure
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* This means that if you just build Win32 and x64 matching, then it will
all work, no need to manually copy into the deployed folder structure.
2017-01-23 19:09:28 +00:00
Steve Legg
87adee1bf1
Implement multi-instance mesh picking
2017-01-20 16:12:48 +00:00
Steve Legg
a41c35b764
Fix mesh picking with perspective camera
2017-01-20 16:12:36 +00:00
baldurk
92c697618a
Compile fixes for VS2015 (variable shadowing and 32-bit size_t)
2017-01-18 14:55:49 +00:00
baldurk
43b66df816
Correct byte size calculation for D3D12 array textures
2017-01-18 14:26:36 +01:00
baldurk
a59ebcbc3b
For large D3D12 upload heap buffers, allocate on default heap instead
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* The cost of memcpy'ing data across to upload heap buffers for initial
contents and maps is significant, so for large buffers it's better to
allocate them GPU-side so we can do GPU copies.
* This also means that maps cannot happen directly, so instead while
reading we allocate a GPU-side copy of the map source data, and
perform a buffer copy instead.
2017-01-18 14:26:11 +01:00
baldurk
112d750e30
Mute nonsense D3D12 debug message
2017-01-18 14:23:22 +01:00
baldurk
70b2976b9a
Protect against crashing if VB is not bound
2017-01-18 13:05:37 +01:00
baldurk
9c1d8ae798
Compile fix for OS X - don't try to print a size_t in assert macro
2017-01-17 23:49:50 +00:00
baldurk
914bb63ffa
Rework error logging of required extensions.
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* There was some weird clang-format issue with the macro that this
hopefully fixes. It also means less log spam if multiple extensions
are missing.
2017-01-17 21:24:55 +00:00
baldurk
04c24ad855
Variable shadowing compile fix
2017-01-17 20:00:37 +00:00
baldurk
e4a4c701cd
Check GL version number to enable extensions that became core
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* This means that even if the extension isn't reported in the string
for whatever reason, we still mark it available. It saves on checks
of (GLCoreVersion >= 43 || HasExt[foo]) all over the place.
2017-01-17 19:23:42 +00:00
baldurk
4f8d6d5c70
Add a few last things that need extension checks
2017-01-17 19:11:24 +00:00
baldurk
86200f1a10
Update documentation with new minimum requirements for OpenGL
2017-01-17 18:59:36 +00:00