baldurk
dc6962adee
Fix a crash if no texture is current when clicking view as buffer
2016-04-17 18:50:14 +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
df5def2182
Add a "load texture as a buffer view" button. Refs #141
...
* This isn't a complete fix as the buffer gridview doesn't support 100s
or 1000s of columns, but it's a start and could be useful in some
cases.
2016-02-24 00:43:57 +01:00
baldurk
1f1694af4f
Keep pan consistent when switching between integer multiple textures
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* Basically for downsample chains and the like, the pixels should now
exactly line up with each other rather than shifting back and forth.
2016-02-21 16:37:58 +01:00
baldurk
49669d676e
Identify depth textures by depth format, not just having DSV flag
2016-02-21 15:36:05 +01:00
baldurk
6bff873bf1
Fix incorrect calculation (off by one) when picking pixels & y-flipped
2016-02-19 11:08:36 +01:00
baldurk
2e0ffa7813
Batch update copyright years everywhere
2016-02-07 18:50:45 +01:00
baldurk
a41104bbd0
Display/report compute resources correctly
2016-02-07 18:50:11 +01:00
baldurk
6959d45d44
Tweak resource usage menu to group things a little more aggressively
2016-02-07 18:50:06 +01:00
baldurk
5c309d9d34
Refactor handling of resources/binding to be much more flexible
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* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
2016-02-07 18:46:40 +01:00
baldurk
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
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* 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
ba8114936e
Render mesh displays as 4x MSAA to make the line rendering a bit nicer
2016-02-07 18:46:23 +01:00
baldurk
9d3202ae5f
Don't conflict between C# UI and replay output flipping pixel context
2016-02-07 18:43:46 +01:00
baldurk
4336722e34
Tidy up FetchTexture data for vulkan, fill out all fields properly
2016-02-07 18:43:35 +01:00
baldurk
313f53a820
Remove stored fake backbuffer data, display backbuffer on present calls
2016-02-07 18:43:34 +01:00
baldurk
238efe31f1
List resources for texture viewer to pick up
2016-02-07 18:42:11 +01:00
baldurk
4e113a08c7
Hack out handling of vulkan pipeline type in texture viewer
2016-02-07 18:41:30 +01:00
baldurk
4ed49079d1
Re-enable thumbnails and pixel context, as multiple swap chains work now
2016-02-07 18:41:29 +01:00
baldurk
2b67894bdb
Temporarily disable thumbnails and pixel context
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* just until multiple swapchains is working
2016-02-07 18:39:03 +01:00
baldurk
665b4743c6
Fix stupid damned scrollbars that don't actually go up to their maximum
2015-11-18 23:36:17 +01:00
baldurk
c8a6d0dbb7
If displaying via a custom shader when saving texture, save that output
2015-11-18 22:30:47 +01:00
baldurk
73ad61d38e
When saving textures if only one channel is visible, save as greyscale
2015-11-18 22:30:47 +01:00
baldurk
0357a2e35e
Make visible histogram range a per-texture stored/loaded setting
2015-11-09 23:42:56 +01:00
baldurk
910e261133
Only display RW thumbnails if the shader actually uses them
2015-10-26 18:31:17 +01:00
baldurk
1ca3685668
Don't autofit if no texture is viewed (e.g. if a buffer is up)
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* This fixes a bug from a crash upload
2015-09-11 11:52:02 +02:00
baldurk
24b0f04f17
Remove double loop increment
2015-08-28 22:04:06 +02:00
baldurk
6a2344d9d8
Show correct inputs/outputs for copy and dispatch calls. Refs #147
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* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
use the same codepath.
2015-08-23 13:20:23 +02:00
baldurk
8213281921
Fix up fetching layer/mip for FBOs on replay
2015-07-18 18:27:34 +02:00
baldurk
f05015ba15
Make texture viewer less twitchy by keeping status label length similar
2015-07-16 23:16:39 +02:00
baldurk
2d8132943c
Add a right click context menu to pixel history, to launch debug/history
2015-07-15 21:37:59 +02:00
baldurk
cd2db46628
Try to anchor top-left pixel on texture viewer when switching
2015-07-15 21:37:58 +02:00
baldurk
e0be3e66ec
Fix buffer bound inputs showing up as "Unbound"/not rendering thumbnail
2015-07-15 21:37:56 +02:00
baldurk
4a3894a187
Add escape to cancel range min/max change, commit change on focus loss
2015-07-15 21:37:54 +02:00
baldurk
b8c340b1fa
Allow arrow-key nudging when the pixel context panel is focussed
2015-07-14 22:09:27 +02:00
baldurk
87d748f4fb
If we fail to debug a pixel, open the pixel history instead
2015-07-11 00:43:16 +02:00
baldurk
de25800794
Don't declare unused exceptions (warning fix)
2015-07-07 19:20:41 +02:00
baldurk
f6527107dc
Add try {} catch to handle exceptions thrown from IO operations
2015-07-07 19:06:31 +02:00
baldurk
5232ee7626
Don't allow direct writes to RangeMax/RangeMin that can break things
...
* The old code in m_RangeMax/m_RangeMin setters wasn't doing proper
epsilon enforcing so min=max could end up happening. It's easier to
set both at once (this is all we care about anyway) so that it does
properly make the min and max distinguishable.
2015-07-07 18:30:14 +02:00
baldurk
6afbe8c92b
Add exception handling on Clipboard.SetText, fall back to SetDataObject
2015-07-06 18:15:49 +02:00
baldurk
7277d5d76e
Support pixel history over a specific mip/array slice only
2015-07-06 17:18:19 +02:00
baldurk
1134988665
Fix shader debugging when rendering to mips of a texture
2015-07-06 15:53:02 +02:00
baldurk
95bda3d588
Tweak slice/mip auto-selection for render targets rendering to mips
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* Should mean the 'target' of the render target will be selected by
default now when clicking to an event, without annoyingly switching
away from what you were looking at.
2015-07-06 15:49:22 +02:00
baldurk
cffad15781
Support 64 UAVs on OM/CS stages - a D3D11.1 feature
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* Everything should still work on regular 11.0 and log opening backwards
compatibility is maintained.
2015-07-06 16:17:58 +02:00
baldurk
1ff7d96b49
If auto-fit is checked (right click), fit on texture selection change
2015-06-30 20:30:30 +02:00
baldurk
7e66c2787c
Raise limit on zoom to 25600% so manual zoom can be higher. Refs #137
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* Still leaving some upper limit so that typos don't result in a zoom
level of something crazy.
* This also allows 'fit to texture' to zoom in more, but I'm OK with
that.
2015-05-09 16:23:37 +02:00
baldurk
7339be3c00
Fix crash if Ctrl-C is pressed while no log is loaded
2015-04-25 13:19:37 +02:00
baldurk
392f9b7f2d
Clamp texture view slice to number of slices (sanity checking)
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* This should in theory be impossible as you can't create a view that
points to after the number of slices, and we always make a list of all
slices, but there was a crash report here so for now we'll just clamp
so that it doesn't crash completely.
2015-04-21 21:00:51 +02:00
baldurk
a5cc19ccc6
Implement replay-side resource tracking for OpenGL
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* This means that the timeline bar will show use as read/write/clear etc
and that right clicking on textures in the texture viewer will show
the events where that texture is used for rendering, for reading, and
so on.
2015-04-11 11:03:19 +01:00
baldurk
95f4011bcb
Add option to favour monospaced font for all data. Refs #118
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* 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