Commit Graph

640 Commits

Author SHA1 Message Date
baldurk 132bef38af Calculate bytesize properly for packed formats in mesh viewer 2016-07-25 18:27:13 +02:00
baldurk eaa53adbc3 For locked textures, reset type hint so they don't inherit from previous 2016-07-25 18:27:13 +02:00
baldurk 77fe1314e2 Properly interpret format elements when calculating mesh bounding box
* This fixes mesh display of e.g. SNORM components
2016-07-25 18:27:12 +02:00
baldurk 0ebf99f0b4 Avoid exception seeking to invalid row in mesh viewer
* This happened when jumping to a primitive from pixel history if the
  views were synced.
2016-07-25 13:01:37 +02:00
baldurk 54ea69a619 Always enable custom shaders create button, prompt for name. Refs #304 2016-07-25 11:39:47 +02:00
baldurk 12a51ee5a4 Save display type (RGB vs custom) and custom shader per-tex. Refs #304 2016-07-25 11:39:46 +02:00
baldurk 33ed86a45b Print stencil refs and masks as hex in OpenGL. Refs #303 2016-07-22 21:50:44 +02:00
baldurk 889e47c166 Handle column major storage of matrices when friendly-naming registers 2016-07-22 19:19:42 +02:00
baldurk fcca358d0c Handle casting view types for swapchains (non-typeless resource) 2016-07-22 19:18:36 +02:00
baldurk ebb889a7ee Report supported windowing systems from replay, and choose which to use
* This is primarily for vulkan, which supports either xlib or xcb (and
  not necessarily both). GL still only supports xlib, windows and
  android only support one system regardless of API.
* This should also support xlib again for fetching keystates etc.
2016-07-22 18:23:30 +02:00
baldurk 28c1768397 Add menu item to jump from pixel history modifications to each primitive 2016-07-22 14:40:40 +02:00
baldurk bd079b7632 Add null check in TreeListView - fixes crash hitting pagedown if empty 2016-07-22 14:21:29 +02:00
baldurk 5b74d2f90a Add a little Ctrl-G popup on the texture viewer to jump to a pixel 2016-07-22 12:28:26 +02:00
baldurk f492ddab27 Add missing handling of uscaled and sscaled formats 2016-07-21 16:06:10 +02:00
baldurk 5958e7cc24 Calculate max formatted float size given current settings as col width
* The default (and previous) width of 100 is a little larger than the
  calculation ends up being for default float formatting values.
2016-07-21 14:01:15 +02:00
baldurk 7923ad15a8 Fix exponential float formatter to properly use min/max figures
* Previously it was treating maxfigures as the required length of the
  fractional part, so you'd get a lot of pointless 0s. it should be the
  number of significant figures, so we pretty much reuse the non-exp
  formatter.
2016-07-21 13:58:21 +02:00
baldurk 6b32d6a4a2 Fix check for unknown DXGI format 2016-07-21 09:56:53 +02:00
baldurk bde21b0c73 Render custom shaders at the selected mip level. Refs #302 2016-07-19 20:40:11 +02:00
baldurk 81c8f1f77e Prefix GL uniforms with 'uniform'. Refs #302 2016-07-19 19:19:57 +02:00
baldurk 5a64a78d2a Add multiple-frame capture, grabbing N successive frames to captures
* In-application API is bumped to 1.1.0 as a new function pointer is
  added to the end of the structure.
* This comes with some caveats - capturing a frame is fairly heavy
  weight, so capturing a frame might throw off timing-related bugs you
  are trying to capture in subsequent frames. If you know your bug is
  every other frame though, capturing two can be a quick way to ensure
  you get it.
2016-07-18 18:51:36 +02:00
baldurk c59ce564cc Fetch compute descriptor sets properly for vulkan 2016-07-15 14:23:29 +02:00
baldurk 9cb37bfb4f Add to HORRIBLE UGLY HACKY CODE to make sure barrier pips have outlines 2016-07-15 14:17:45 +02:00
baldurk 2b5e37b442 Make handling of mips more consistent around locked textures. Refs #292 2016-07-12 19:22:17 +02:00
baldurk 2a68153def Make sure resource context menu items are large enough 2016-07-12 19:00:37 +02:00
baldurk 123476fd30 Allow fetching view params (bound mip, etc) for copy/compute. Refs #292 2016-07-12 18:48:03 +02:00
baldurk 53d739c659 Add fallback if miplevel doesn't have a selected value 2016-07-12 18:41:51 +02:00
baldurk 80b61b2e37 Fix picked pixel co-ordinates as well as hover co-ords. Refs #300 2016-07-12 18:39:10 +02:00
baldurk 5c53e623df Add win32-specific commands (crash handle, upgrade, global hook) 2016-07-12 17:39:24 +02:00
baldurk 73dc89f25a Allow specifying a listen interface and port, for remote replaying 2016-07-12 17:39:22 +02:00
baldurk e12d789a83 Fix incorrect use of texture height instead of mip. Refs #300 2016-07-11 18:54:22 +02:00
baldurk 982273bbd3 Detect and show sample mask failures in pixel history. Refs #296 2016-07-11 12:32:49 +02:00
baldurk 9ab17f359f Name depth as depth/stencil to account for DS or stencil-as-uint views 2016-07-11 11:55:25 +02:00
baldurk ce2b7a88d3 Remove redundant word 2016-07-11 11:54:58 +02:00
baldurk 49dc23cb7e Add compatibility for loading old layouts with bad checkerboard colours 2016-07-11 11:28:24 +02:00
baldurk 6608a965ed Fix sRGB handling on clear colours 2016-07-10 18:10:06 +02:00
baldurk 4268d8f58f Remove structure size and redundant 32-bit length field from FetchBuffer 2016-07-10 18:10:02 +02:00
baldurk 3e171f7f79 Remove top-most windows, we shouldn't have any (just above-rest-of) 2016-07-04 10:59:11 +02:00
baldurk e8b3400ebb Fix crash if tex doesn't have any settings yet 2016-06-28 11:38:07 +02:00
baldurk edbd1ce89b Pass through view format as a type hint to texture display/sampling
* This is only applicable really on D3D11 where the underlying texture
  can be typeless, and a default interpretation as unorm/float won't
  necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
EecheE e160457abb Fixed null exception if Reset01 is clicked with no active texture. 2016-06-26 12:26:00 +02:00
EecheE c52e763e8c Changed default histogram range to [-1,+1] for snorm textures.
If viewing a SNORM texture, default histogram range is set to [-1,1]
instead of [0,1].
Added support for BC5U .dds fourcc code.
2016-06-25 17:14:41 -07:00
baldurk 3f4ec852ba Pass through image layouts for vulkan and display in tooltips. Refs #199
* Semi experimental for now - I'm not convinced that having a tooltip
  for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk 307cee89fe Adjust columns in vulkan shader resource UI to make a bit more space 2016-06-24 16:55:24 +02:00
baldurk 377e07374b Add (semi-experimental) highlight & info for non-trivial resource views
* For D3D11 and Vulkan, any views which don't just map to the whole
  buffer or image will be highlighted in a colour, and when mousing over
  that row a small tooltip will be displayed with the view parameters
  that differ.
2016-06-24 16:32:32 +02:00
baldurk 27bbbc39a4 Pass through number of mips/layers in Vulkan image views 2016-06-24 16:31:04 +02:00
baldurk 75590986ee Fix potential crash with TreeListView.InvokeRequired not being right 2016-06-24 15:35:17 +02:00
baldurk 005a9ee226 Display swizzles on image views in vulkan pipeline view 2016-06-24 13:09:06 +02:00
baldurk f35a4c6b6b Use view format instead of resource format for Vulkan
* Since the Vulkan views are tighter and more strictly specified, we can
  always safely use the view format (in the non-mutable case it must
  exactly match the underlying resource's format).
2016-06-24 12:34:11 +02:00
baldurk d4ff92755a Display multisample count for MSAA textures in states 2016-06-24 12:14:22 +02:00
baldurk 9826ba6848 For D3D11 use the view's format not the resource's, for typeless formats 2016-06-24 12:11:22 +02:00