baldurk
a8457b56f6
Display required bytes of constant buffer if it differs from buffer size
2016-06-23 16:20:37 +02:00
baldurk
7884b0e825
Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11
2016-06-09 17:37:16 -07:00
baldurk
054a01c3b0
Check for drawcall potentially being NULL
2016-06-01 11:57:55 +02:00
baldurk
3d69ece39a
Display custom glObjectLabel for shaders, programs and pipeline
2016-04-27 23:18:56 +02:00
baldurk
70b99a4412
Remove antiquated 'multiple frames in one capture' support.
...
* Cleans up the code a bunch, this support is unlikely to ever return
and if it does it will need a rethink anyway.
2016-04-13 00:28:09 +02:00
baldurk
009bfb2c74
Where possible apply offs/len knowledge when viewing buffers. Refs #224
2016-04-02 15:39:27 +02:00
baldurk
1a05f4fc4a
Forcibly refresh UI state after editing a shader or removing an edit
2016-02-21 16:10:46 +01:00
baldurk
2e0ffa7813
Batch update copyright years everywhere
2016-02-07 18:50:45 +01:00
baldurk
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
...
* This is preparation for a following commit, might not work on its own
(mostly untested - just compiling).
2016-02-07 18:46:39 +01:00
baldurk
8a6d2ebf30
Handle arrays of uniform buffers in descriptor slots
2016-02-07 18:46:35 +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
9333228fc5
Highlight empty viewports that are still enabled in the UI. Refs #144
2015-08-23 11:49:00 +02:00
baldurk
8ca621a649
Handle invalid characters in shader filename paths everywhere
2015-07-25 10:33:52 +02:00
baldurk
8213281921
Fix up fetching layer/mip for FBOs on replay
2015-07-18 18:27:34 +02:00
baldurk
6afbe8c92b
Add exception handling on Clipboard.SetText, fall back to SetDataObject
2015-07-06 18:15:49 +02:00
baldurk
5a03794a5a
Consistently treat file containing entry point as the 'main' file
...
* This fixes shader editing when the entry point file wasn't the first
in the list.
* Might need better detection of the main file than just searching for
the entry point substring - could produce false positives in other
files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk
1ba89e4b16
Add Ctrl-C copy-paste handler to GL pipeline viewer
...
* Also fix a crash if ctrl-c is pressed while no log is loaded
2015-04-25 13:14:20 +02:00
baldurk
95f4011bcb
Add option to favour monospaced font for all data. Refs #118
...
* The option will enable monospaced fonts for all data displays, like
the list of events, API calls, etc as well as pipeline displays, entry
of filename/directory in the capture window and many other places.
Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
windows) so that they didn't just barely overflow with the larger
font.
* While looking at this, it became obvious that buffer viewers and
constant bufferviewers should always display in monospaced regardless,
so that has been changed.
2015-04-09 21:49:03 +01:00
baldurk
6cd1f70bb6
Fix several warnings for compiling on VS2015
...
* Note at the time of committing there are still some warnings in MS
headers that you might need to suppress in a couple of files.
* 3rd party code just has the warnings suppressed for ease of merging.
* The majority of warning fixes were for local variables shadowing
other locals, function parameters, or members. In most cases they
weren't a problem, but in some cases it was potentially dangerous!
2015-03-13 10:16:19 +00:00
baldurk
cd35c726bc
Change GL pipeline state to just name shaders "<stage> Shader <ID>"
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* Since there's no better identifier, as all shaders are main() and
there are no filenames to pick up.
2015-02-27 12:24:47 +00:00
baldurk
8938c71853
Texture buffers now default to viewing in the buffer not texture viewer
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* The pipeline state windows will open up the buffer viewer instead of
the texture viewer to show the contents of texture buffers.
2015-02-12 21:15:02 +00:00
baldurk
3e4aba535f
Format the generic vertex attribute values correctly according to type
2015-02-10 16:59:19 +00:00
baldurk
be6cbf4536
Implement editing GL shaders in-place via resource replacements
2015-02-10 16:46:33 +00:00
baldurk
72cfee5c0f
Add GLSL syntax highlighting
2015-02-09 18:14:20 +00:00
baldurk
45a78df2ae
Fix vertex input attribute/buffer mutual highlighting
2015-01-20 13:52:06 +00:00
baldurk
57c8aa476f
Use GetRow instead of GetPositionFromControl as it's more reliable
2015-01-20 13:45:38 +00:00
baldurk
aa81a3955c
Display 'read-write' type objects grouped together in GL pipe state
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* This includes atomic counters, shader storage buffer objects and images.
2015-01-19 02:04:29 +00:00
baldurk
48f98ebdef
Add shader subroutines (placeholder) and transform feedback
...
* The transform feedback is placed on the geometry shader tab the same as
in D3D11. It doesn't merit its own whole tab and that seemed like the
best place to put it (last processing stage before rasterization).
* To aid understanding, further stages are marked disabled if rasterizer
discard is on, and if no geometry shader is bound the stage is renamed.
2015-01-18 12:06:39 +00:00
baldurk
6107129286
Add group for multisample state on rasterizer tab
2015-01-18 11:34:26 +00:00
baldurk
d344fc6c88
Add the other bits of rasterizer state to be included in the UI
2015-01-18 11:20:54 +00:00
baldurk
c05272c23d
Show seamless cubemap sampling state in UI
2015-01-18 10:55:09 +00:00
baldurk
8b91c8540b
Pass through Read FBO, and handle Draw/Read Buffers indirection
2015-01-17 18:49:08 +00:00
baldurk
24fd91a7e0
Display texture swizzling and depth/stencil read mode on textures
2015-01-17 15:53:09 +00:00
baldurk
7e10c5c4ea
Pass through ShaderResourceType per-texture for better type naming
2015-01-17 15:03:34 +00:00
baldurk
e13f4b61d4
Crash fix for if the GL pipeline state is empty (e.g. a D3D11 log)
2015-01-16 14:02:14 +00:00
baldurk
035eecfb1e
Show if GL_FRAMEBUFFER_SRGB is 0 for an SRGB FBO attachment
2015-01-16 11:34:35 +00:00
baldurk
7168a1b69c
Clear primitive restart index text
2015-01-16 02:50:10 +00:00
baldurk
b059e601c5
Send sampler information through to GL pipeline state for display
2015-01-16 02:49:00 +00:00
baldurk
cceddc9b19
Tidy up constant buffer table per-shader in GL pipeline state view
2015-01-16 02:03:55 +00:00
baldurk
af51c4f1e6
Tweak rasterizer page display to be a bit nicer
2015-01-16 01:14:21 +00:00
baldurk
6f0284f170
Show depth and stencil states on GL pipeline view
2015-01-16 00:43:44 +00:00
baldurk
1265b5bc6e
Set up display of blend equations (and logic, overriding)
2015-01-16 00:18:34 +00:00
baldurk
f459c63380
Show restart index on GL pipe state, and handle it being disabled
2015-01-15 23:37:17 +00:00
baldurk
1096308755
Show generic vtx in attributes, and show attribute names from VS
2015-01-15 23:16:55 +00:00
baldurk
99f3eb78cf
Set up vertex input stage properly on GL pipeline view
2015-01-15 22:36:44 +00:00
baldurk
930c1c53d5
Crash fixes if drawcall is NULL
2015-01-15 19:00:44 +00:00
baldurk
f013f6fd29
Store index format and topology in drawcall, to accommodate GL
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* D3D11 just latches the state from the input assembler state into the
drawcall when it's being added. GL stores the state per-draw.
2015-01-15 17:17:12 +00:00
valeriog
d18557239f
Added visualization of rasterizer state for OpenGL.
2014-10-31 19:40:16 +01:00
baldurk
bda68c8ba6
CBuffer window is a dialog now, with ability to set custom layout
2014-09-13 18:48:39 +01:00
baldurk
543165cece
Give the shader viewer a better disambiguating title when debugging
2014-09-06 11:45:51 +01:00