baldurk
d7ffb16a72
Add whitespace before C# exception in log
2014-08-25 22:05:04 +01:00
baldurk
e68162ccb3
Bump version numbers to 0.21, as we're closer to that than 0.20 now
2014-08-25 12:41:30 +01:00
baldurk
be3ee7f915
Add support for 'beta' builds
...
* Beta builds will be between nightlies and official releases in terms of
stability. Tested at least to make sure there are no obvious bugs, but
haven't been through 1-2 weeks stabilising period.
* Beta builds will upload crash reports, so I can get early warning of any
bugs that are creeping in on master.
2014-08-25 12:41:29 +01:00
baldurk
497558f338
Display shader output as ints if that's the target format type
2014-08-24 12:38:44 +01:00
baldurk
461588ae1e
Always SRGB correct colour for display
2014-08-24 02:02:54 +01:00
baldurk
24ed434bcd
Change up pixel history UI to show individual fragments
2014-08-24 01:00:28 +01:00
baldurk
d55be5f687
Duplicate up pixel modifications based on # frags
2014-08-24 01:00:18 +01:00
baldurk
5ed280ae33
Markers don't increment drawcall ID, use eventID for prev/next/parent
2014-08-24 00:59:26 +01:00
baldurk
4ccc7d3901
Update email in code & add menu item for nightly builds
2014-08-22 08:13:21 +01:00
baldurk
b38e7f20d3
Speculative fix for crash with null values in TimedUpdate.TickTB
2014-08-19 22:45:29 +01:00
baldurk
55e0178ec9
Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
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* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
baldurk
8a5150297f
Set the event for group marker selection to the last real drawcall
2014-08-17 15:22:11 +01:00
baldurk
7ab9815aaf
Introduce a bindpoint mapping as part of the pipeline state
...
* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.
2014-08-13 15:56:55 +01:00
baldurk
ebb5894010
If semantic is empty and we have variable name, use that instead
2014-08-12 16:47:31 +01:00
baldurk
49ab71181c
Add some system attributes from GL
2014-08-12 16:47:00 +01:00
Baldur Karlsson
e19daa58e3
Check bindpoint isn't -1 (for non-buffer-backed uniforms)
2014-08-08 11:15:16 +01:00
baldurk
6b74ce2f65
Add slight delay before calling PixelHistory to allow for painting
2014-08-07 21:43:57 +01:00
baldurk
d3f867d5d3
Set a sane tab order on dialogs
2014-08-06 22:21:27 +01:00
Baldur Karlsson
c648904cba
DebugMessage description is an ascii string
2014-08-06 15:42:33 +01:00
baldurk
15f98e3749
Show pixel history events in the timeline bar
2014-08-03 16:25:14 +01:00
baldurk
fb6b4a98b0
Show the pixel history tab early, fill it in with data when ready
2014-08-03 16:04:34 +01:00
baldurk
6fa46b359e
Implement right click options to debug or hide failed events
2014-08-03 15:54:40 +01:00
baldurk
b230be570f
Inherit channel visibility from viewer, display inherited state
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* A label is shown at the top of the pixel history showing the range
display and visible channels. The channel visibility behaves the same as
in the texture viewer - 2 or more and the other channels display as black
and 1 channel displays grayscale.
2014-08-03 15:32:52 +01:00
baldurk
aeb6ae3bcb
Explicitly list stencil as hex with 0xXX form.
2014-08-03 15:04:24 +01:00
baldurk
4e6c8202b4
Save on unnecessary thrown ArgumentExceptions (convenience)
2014-08-03 15:03:59 +01:00
baldurk
b695ba2070
Pass indexable temps through and display in UI. Closes #73
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* The storage is rather wasteful (once per state), but the temp registers
are mutable so could be changed from state to state.
2014-08-03 14:28:27 +01:00
Baldur Karlsson
b26b816d81
Implement FillCBufferVariables for buffer-backed UBOs
2014-07-29 14:07:56 +01:00
Baldur Karlsson
9fda74fc07
Add a button on the texture viewer that flips the tex in Y
...
* Useful for systems that render OpenGL upside down with a final flip,
for example.
2014-07-28 10:28:28 +01:00
baldurk
6e9b08e382
Add faint default working directory when textbox is 'blank'
...
* If the working directory is empty, the directory containing the exe is
used instead, make this more clear in the UI.
2014-07-25 10:28:28 +01:00
baldurk
ca043bf3e2
Add ability to view buffer elements as hex with xint/xshort/xbyte
2014-07-25 08:58:49 +01:00
baldurk
74a0330271
Ensure C# UI uses consistent culture on all threads. Closes #72
...
* This means that e.g. decimal separator will always be . and similar
effects, which avoids the need to have culture specific formatting or
special-case handling around CSV export etc.
2014-07-23 08:36:05 +01:00
baldurk
07b41426a2
Add RGBA value prefixes, only print valid elements, preview depth
2014-07-18 00:07:18 +01:00
baldurk
9075812226
Pass stencil as int32_t so depth or stencil of -1 indicates no data
2014-07-18 00:03:04 +01:00
baldurk
e462ab15b3
Collect depth and stencil values before/after.
...
* This code is just to test if the method works, it's super ugly and needs
to be tidied up (as does this whole function!)
2014-07-17 21:13:33 +01:00
baldurk
2d299961e1
Properly quote parameters of xcopy to handle spaces in paths
2014-07-15 17:34:59 +01:00
baldurk
7f6e960d85
Bake in range-select min and max when opening a pixel history view
...
* I'm not sure if this 'hidden' latched UI state is good or bad, but it
means the colours are visible if you've adjusted the range way outside
of 0-1.
2014-07-15 12:06:25 +01:00
baldurk
844f080300
Change priority of node background colours, so select colour works
2014-07-13 18:58:47 +01:00
baldurk
3bb382d9cf
Further progress on pixel history view
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* Added simple UI
* Don't apply SRGB curve to alpha data
* Account for clear calls not returning occlusion query results, and for
depth/colour clears.
2014-07-13 18:58:45 +01:00
baldurk
8ef17e41e1
Allow specifying a background colour per-column on a TreeListNode
2014-07-13 18:57:39 +01:00
baldurk
4e51aab9e5
Add externally visible API to query for pixel history
2014-07-13 18:56:45 +01:00
baldurk
25c4771589
Add drawcall flags for clearcolour/cleardepth
2014-07-13 18:55:04 +01:00
baldurk
ecfa6dbe7b
Don't misidentify RTs as UAVs if UAVStartSlot is mis-set to 0
2014-07-13 15:14:27 +01:00
baldurk
7799f107f8
Can only have up to 2 double components in a vector
2014-07-04 22:51:05 +01:00
baldurk
75353bd190
Add toggle to disable gamma 'correction' of linear data. Closes #58
...
* The explanation is in the FAQ but the short explanation is that most
data e.g. normal maps are conventionally displayed as if they contained
SRGB data, so RenderDoc does the same so things look as expected.
2014-07-04 17:02:11 +01:00
baldurk
0fbdcbc83c
If a constant buffer is unused, open raw buffer viewer. Closes #60
2014-07-01 00:52:18 +01:00
baldurk
443ad1e967
Allow choosing background display even for no alpha. Closes #69
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* Defaults to black, legacy behaviour. Colour (or checkerboard) is saved
in persist data for texture viewer between sessions.
2014-07-01 00:37:23 +01:00
baldurk
185bbea851
Clamp picked pixel co-ords to texture size. Closes #68
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* "Hover" co-ords still show larger values, in []s.
2014-07-01 00:02:57 +01:00
Arne Schober
5d73a581a3
Added bit visualization to the Debugger
2014-06-28 16:16:31 +02:00
baldurk
f0c4cfe51d
Handle exceptions when saving config files and alert the user
2014-06-16 23:11:03 +01:00
baldurk
92c1df0573
Check index is in valid range for pipeline arrays.
2014-06-07 13:48:09 +01:00