Commit Graph

630 Commits

Author SHA1 Message Date
baldurk bfcfcd37b5 Make sure DSVs show up with their view parameters properly. 2016-09-28 15:51:54 +02:00
baldurk 563fb2dd72 Improve the 'inject into process' UI a bit
* I'd still recommend against using this whenever possible, but there
  are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
  window title.
2016-09-26 19:09:46 +02:00
baldurk 43a2568f24 Double check whether invoke is required for SetVariables() 2016-09-23 14:08:43 +02:00
baldurk e12ebb67a3 Make IDX mesh view column a little wider to account for large indices 2016-09-23 13:28:34 +02:00
baldurk 3d9a32d4e0 Autosize the compute shader row, to account for the debug bit wrapping 2016-09-23 13:03:45 +02:00
baldurk 24bc741d8c Root constants are always 'filled' 2016-09-23 12:09:20 +02:00
baldurk 06e6677616 Divide up register spaces by shader stage (namespacing same as DX11) 2016-09-23 11:41:16 +02:00
baldurk 6fdc883388 Make sure to add a note if a resource is not visible 2016-09-22 17:52:25 +02:00
baldurk 5951ed723b Pass resource state data per-resource through for D3D12 2016-09-22 17:05:28 +02:00
baldurk db3181e7bb Implement D3D12 pipeline state, with shader resources 2016-09-22 16:55:41 +02:00
baldurk 0f660e3ec2 Create and fill out D3D12 pipeline state, without shader resources.
* We make shaders into fake resources with IDs, so they can be
  identified individually (for replacement, fetching reflection data,
  and things like that). This is a little but ugly but worth it for the
  simplicity it will provide everywhere else.
2016-09-22 12:05:47 +02:00
baldurk 8b1a26287d Update D3D12 pipeline state to roughly match D3D12 state 2016-09-22 12:05:47 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk fa2be586cc Escape & in the text of drawcall nodes in event browser
* Otherwise it becomes a shortcut sequence for some bizarre reason
2016-09-19 18:31:24 +02:00
baldurk a2a63104dd When nudging with arrow keys, account for selected mip 2016-09-16 18:36:38 +02:00
baldurk 9e09386872 Handle VK_WHOLE_SIZE in buffer descriptor sizes 2016-09-15 17:46:36 +02:00
baldurk 2a27c94b1a When selecting a mip in a 3D texture, update slice list. Refs #359
* The sliceFace passed in via the replay interface is still in 0-n range
  with n being the top level mip dimension. We just change the drop-down
  so that it only lists the number of slices at that mip, and scales up
  accordingly.
2016-09-15 17:10:16 +02:00
baldurk 4377297544 Don't override user selected mip or slice for RO textures, or same draw
* This means we only jump to the 'active' mip or slice when switching to
  a new draw with some texture on output. This still lets us
  automatically follow through a mip generation chain or cubemap
  rendering, but when looking at a particular slice or mip on a texture
  it doesn't get reset when switching textures around.
2016-09-15 17:10:16 +02:00
baldurk c909c4e5b0 Make sure that 'selected' preview remains even if its thumb index moves 2016-09-15 17:10:16 +02:00
baldurk 3ce3fbe025 [Coverity] Fix some possible divide by 0 cases 2016-09-14 18:28:51 +02:00
baldurk 7ca1c2237c Tweak default capture save behaviour to 'soft' remember dir. Refs #335
* Rather than exclusively always opening at the default directory, it
  will only do that until a capture has been successfully saved - then
  it will re-use that previous directory. This is only remembered for as
  long as RenderDoc is open, thereafter it will revert back to the dir
  specified in the options.
2016-09-14 12:15:11 +02:00
baldurk 2f8fd706db Change where remote lookup counter is inc/decremented for better results 2016-09-14 12:06:48 +02:00
baldurk 2736716aa1 Don't enum & add hosts until controls are properly created & available 2016-09-14 12:06:19 +02:00
baldurk b36fe219d9 Use default save directory from options. Refs #335 2016-09-14 11:40:03 +02:00
baldurk 0442401a57 Allow unsetting default save directory by entering blank. Refs #335 2016-09-14 11:39:39 +02:00
baldurk c10c487a02 Allow shutting down the active remote server 2016-09-13 16:07:57 +02:00
baldurk 80fbe84fb1 Don't crash if switching to a local context while a live capture is open 2016-09-12 20:04:59 +02:00
baldurk 588d6149cd Don't disable inputs when selecting localhost
* If there aren't any other host, then selecting localhost will still
  need to keep the option to add a new host
2016-09-12 18:20:45 +02:00
baldurk 19cc4fa415 Make sure host (if non-local) shows up in connection window title 2016-09-12 15:36:08 +02:00
baldurk 0c009cd578 Fix a crash in vulkan pipeline state export to html 2016-09-12 14:28:46 +02:00
baldurk 39fae161d8 Add F3/shift-F3 for find forward backwards in event browser 2016-09-12 14:22:15 +02:00
baldurk ebbef4e1aa Fix a crash if a barrier event happens not within a drawcall 2016-09-10 12:54:43 +02:00
baldurk 6d114ba250 Scroll pane to the bottom when getting new output from python 2016-09-09 20:53:20 +02:00
baldurk 6921b37d8e Don't display previews for sampler resources 2016-09-09 20:53:20 +02:00
baldurk df326cf992 Rename python core object, so renderdoc can be the module/namespace 2016-09-08 14:45:27 +02:00
baldurk b4f30d79cd Don't do shader register renaming on anything but D3D11 2016-09-06 18:29:01 +02:00
baldurk b36475cf9c Remove now-unused functionality, context filter and deferred events 2016-09-05 17:55:12 +02:00
baldurk c4784c4f6b Add de-interleaving and flattening of deferred context captures 2016-09-05 17:33:32 +02:00
baldurk 68cb108995 Only warn about no connection to delete/save for non-local captures 2016-09-05 13:25:26 +02:00
baldurk 6d14b187c6 Give the drawcall column a range as well (min-max drawcall ID) 2016-09-02 18:01:48 +02:00
baldurk 5715731894 Prompt to add if an env var is being edited when the dialog is closed 2016-08-30 17:54:21 +02:00
baldurk 1faf46ddc5 Handle StaticExports.GetVersionString() being missing
* If the user is somehow running a really new UI with old DLL, handle
  the exception and continue to allow the user to update without
  crashing.
2016-08-30 17:37:06 +02:00
baldurk b6c4e3c612 Don't trash view from tag, to avoid aliasing multiple views of same buf 2016-08-30 17:05:16 +02:00
baldurk 6a7ccb9670 Check if views have the raw flag first before checking struct size 2016-08-30 16:58:39 +02:00
baldurk fb418f883e Add a button to pipeline state view to save shader raw contents to file
* The exact contents depend on the API - on D3D11 this is the bytecode
  blob, on Vulkan it's the SPIR-V. On OpenGL it is just a concatenation
  of all the source files passed in sequence.
2016-08-30 16:43:52 +02:00
baldurk a35c88e577 Close some minor UX holes when live-connected but without replay context
* If there's no replay context we can still use the live connection to
  copy and delete captures remotely. Try to use that whenever possible
  and warn the user when it's not possible (i.e if the program has been
  closed and there's no replay context, we have no way to access the
  files anymore).
* If the user tries to open a remote log without a replay context,
  prompt them either to swithc to a replay context on that host or to
  save the log locally.
2016-08-30 11:55:36 +02:00
baldurk a875a33f7f Display a prompt if a capture file is about to be lost/leaked
* This can happen if the program is closed, and no remote replay context
  is active. Unlikely locally, the UI cannot natively save or delete
  temporary captures.
2016-08-29 20:28:25 +02:00
baldurk accbeb577a Give the suggest remote dialog a proper title 2016-08-29 19:42:56 +02:00
baldurk 90beef8f3c Allow live capture windows to stay open if switching ctx to that host 2016-08-29 19:42:48 +02:00
baldurk 13b09e410b don't allow switching to the connected host 2016-08-29 19:42:17 +02:00