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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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
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* 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