Commit Graph

2800 Commits

Author SHA1 Message Date
baldurk be905c031d Only apply contrasting foreground colour if there is a background colour 2024-05-30 12:31:51 +01:00
baldurk 176a0909fa Save buffer formats immediately on change 2024-05-27 10:13:57 +01:00
Louis de Carufel 0e64cc5368 Added shader viewer bookmarks and find shortcuts. 2024-05-24 10:35:06 +01:00
baldurk 1ad23f64ca Use hack to customise expander colour in treeview branches. Closes #3319 2024-05-17 11:41:53 +01:00
baldurk 47c5773d08 Fix crash in vulkan pipeline state viewer 2024-04-30 09:50:34 +01:00
baldurk 7e7bbf58a8 Reflect multiple entry points & ray properties from DXIL shaders 2024-04-26 13:55:19 +01:00
baldurk 89bea3ea8b Add new shader enums for RT shader stages 2024-04-26 13:55:18 +01:00
baldurk bdc06af0de Add reflection of acceleration structures in DXIL & new descriptor type 2024-04-19 10:04:26 +01:00
Jake Turner 4b9284ed8f PixelHistory UI: improve detection of depth targets
Use the same logic as TextureViewer to determine if the target is a depth target
Fixes issue of pixel history on typeless target cast to UNORM and used as depth i.e. shadow map
2024-04-15 16:54:53 +01:00
baldurk 431c11feb6 Fix warnings identified by clang 2024-04-10 22:17:14 +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 12a17b12f4 Display push descriptor sets in vulkan pipeline state viewer 2024-04-10 18:58:52 +01:00
baldurk 0284d551ea Switch from specific Attachment structs to using Descriptor for outputs 2024-04-10 18:58:52 +01:00
baldurk 6194d5a5a0 Rename resType to textureType in ShaderResource to be more accurate 2024-04-10 18:58:52 +01:00
baldurk 205ed0e6fa Remove old shader bindpoint mapping handling entirely 2024-04-10 18:58:52 +01:00
baldurk acc533ec60 Update Vulkan pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk 5d13456a65 Update D3D12 pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk 317c670fd5 Update GL pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk e08107ebe8 Update D3D11 pipeline state viewer to use new descriptor access 2024-04-10 18:58:52 +01:00
baldurk f4e3087177 Update common pipeline state viewer code to not use bindpoint mapping 2024-04-10 18:58:51 +01:00
baldurk 292bb596dc Add GL input attribute dynamic binding information to pipe state 2024-04-10 18:58:51 +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 f718e72ac9 Update texture viewer to use new pipeline helpers 2024-04-10 18:58:51 +01:00
baldurk d8fd03d60f Update shader message viewer to use new pipeline helpers 2024-04-10 18:58:51 +01:00
baldurk af6abd79c0 Update buffer viewer to use new descriptor/binding interface 2024-04-10 18:58:51 +01:00
baldurk 2a41eb54dd Add new common pipeline state accessors for descriptor-based accesses
* These are temporarily given separate names, to allow them to exist in parallel
  with the existing helpers, but in future these will be renamed when the older
  helpers are removed.
2024-04-10 18:58:51 +01:00
baldurk d88aad8fc2 Add a query to determine logical identifiers for descriptors
* This is a consideration for any cases where binding numbers are relevant -
  primarily D3D11 and GL - where the offset into an arbitrary (and possibly
  fake) descriptor storage is not helpful but knowing the register binding
  definitely is.
* If someone wants to look at the raw descriptor contents without respect to a
  particular shader access they can use this query to determine a more useful
  'name' for any given descriptor. On D3D11 and GL this gives the register
  number, on Vulkan it gives the binding number (and array element). On D3D12 it
  just repeats the offset effectively.
2024-04-10 18:58:50 +01:00
baldurk fa22c7c7fc Report vulkan dynamic offsets separately for manual application
* Baking these into descriptors when we get arbitrary 'GetDescriptor' queries
  independent of the bound descriptor sets is not possible - a descriptor set
  could be in theory bound twice to two places with different dynamic offsets.
* Instead we report these as part of the pipeline states and the abstraction &
  replay API consumer will need to manually apply them to get the true buffer
  offset.
* The offsets are indexed by descriptor storage byte offset for easier
  processing (the dynamic offset struct can be turned into a pair and used to
  initialise a dict)
2024-04-10 16:12:32 +01:00
baldurk 58c3dc52a7 Add reporting of GL texture completeness and conflicts for descriptors 2024-04-10 15:51:10 +01:00
baldurk 227842a295 Add a structure and query for reporting descriptor accesses 2024-04-10 15:33:36 +01:00
baldurk b94e6ff90c Add a stubbed out query for pulling descriptor contents out of a store 2024-04-10 15:01:26 +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
baldurk 1fb29ce97d Explicitly build with C++14 everywhere
* This doesn't change our minimum specs as we already required GCC 5, clang 3.4,
  which fully support C++14. Interestingly only VS2015 is the odd one out but we
  don't rely on any features from C++14 that it doesn't support.
2024-04-10 14:38:05 +01:00
Jake Turner 922ef9814f Stop crash in BufferViewer if buffer size is less than fixed length
i.e. a zero sized buffer
2024-04-10 10:29:06 +01:00
Jake Turner 3a8fecf08e Prevent Shader Editor tooltip showing multiple "(F5)" 2024-04-10 08:20:56 +01:00
William Pearson ec74c13465 Fix typo in AndroidAPKInstallFailed message
This message can be seen if the USB cable connecting the device is
removed while the `adb install` command is running. (I ran into this
by accident due to a low-quality cable.)

The previous message was this:

> Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: adb.exe: device '00000a740f4e6d93' not found
> .
>
> lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed.

This does also include a newline before a period, which looks a bit
strange but I don't see a quick fix for that while keeping stderr,
and the stderr output is fairly useful.
2024-04-09 09:45:14 +01:00
kb1000 729fcfe187 Update pythoncapi_compat.h 2024-04-08 10:57:28 +01:00
kb1000 bb7ec408cb Use pythoncapi-compat to simplify Python C API backwards compatibility 2024-04-08 10:57:28 +01:00
kb1000 d0a24b31cd Fix some deprecated and internal Python C API usages 2024-04-08 10:57:28 +01:00
Jake Turner 1fe8601769 Pixel History UI background swatch fix for R, RG formats
Set unused components to black (0.0 after range scaling).
2024-04-02 10:01:53 +01:00
Jake Turner 8d9cf9fdce Pixel History UI always show alpha for Shader Out 2024-04-01 19:15:46 +01:00
baldurk fc238ab9da Add a copy entry to the debug messages right-click menu 2024-04-01 16:04:58 +01:00
baldurk aaf20445b4 Report error in the buffer formatter if a recursive struct is declared 2024-04-01 14:56:14 +01:00
Louis de Carufel 4c4b2a32ae New bookmark context menu to rename and delete.
Missing forward declaration.
Fixed Linux compilation.
Added a context menu to Bookmark buttons for renaming and deleting.
2024-03-27 12:23:21 +00:00
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
Jake Turner 7934d1d16e Change DebugPixel() to take a DebugShaderInputs struct
DebugShaderInputs struct contains existing the parameters:

sample
primitive

and a new parameter

view

Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
2024-03-13 07:58:48 +00:00
baldurk b9fd432d11 Report and handle source-level entry point name from exported name
* The compiler could compile an entry point "foo" into an export "bar". We use
  the exported name in most places as that's guaranteed to be unique by the API
  and used for cross-referencing, but when recompiling we pass the original
  source name as in the debug info.
2024-03-05 11:38:19 +00:00