baldurk
8a4183ae64
Add missing <QRegularExpression> header
2020-10-23 18:16:42 +01:00
baldurk
3d93b7bb6c
Add missing override statements
2020-10-23 18:01:05 +01:00
baldurk
369120cddf
Link @1234 type text to EIDs in the comments viewer
2020-10-23 13:57:38 +01:00
baldurk
806187f613
Save and load edited shaders as capture modifications
...
* When a shader edit is loaded with a capture, it's loaded as "pending" and not
immediately applied.
2020-10-21 14:14:20 +01:00
baldurk
42c5ab849e
Show dynamically unused slots as unused (italic text) on vulkan pipeline
2020-10-16 16:13:30 +01:00
Kevin McCullough and Baldur Karlsson
e213cfafa9
Modifying the TextureList to use EventBrowser-style chooser.
2020-10-15 22:19:44 +01:00
baldurk
bf4d68fb03
Account for D3D11 UAV start slot when displaying bindings
2020-10-13 21:31:16 +01:00
baldurk
e1d025e4ef
Don't fetch buffer data if it's not yet initialised
2020-10-02 12:53:38 +01:00
baldurk
55c57f7e89
Display stencil values in binary and decimal in tooltips. Closes #2052
2020-10-01 15:56:52 +01:00
baldurk
2481957f1a
When shader debugging is cancelled, still display partial debug trace
2020-09-21 14:39:20 +01:00
baldurk
381fdbe06b
Fix missing format argument in error message
2020-09-17 17:43:28 +01:00
baldurk
8ca96aa83a
Fix arrays of UBOs not displaying properly in vulkan pipeline state
2020-09-11 16:32:17 +01:00
baldurk
facf150efe
Properly refresh all rows when filter model changes
2020-09-08 12:57:00 +01:00
baldurk
47b972c8fb
Set priority only after thread is running
2020-09-08 12:57:00 +01:00
baldurk
f446307d12
Add missing Qt header
2020-09-05 00:21:15 +01:00
baldurk
eaa24f859d
Mac compile fix
2020-09-05 00:00:31 +01:00
baldurk
a2fa98becd
Move QNetworkAccessManager access onto separate thread
...
* QNetworkAccessManager is supposed to be asynchronous and threaded internally,
but calling get() the first time can take multiple *seconds* while it
initialises proxy data and loads ssl libraries.
* Qt's threading rules are so strict it's impossible to feasibly move
QNetworkAccessManager to another thread.
* Instead we use Qt's cross-thread signals and slots to move the whole thing
into a wrapper object. It's stupid.
2020-09-04 19:39:11 +01:00
baldurk
ecd23041a4
Don't delete thread in LambdaThread until destructor
...
* This means a non-self deleting thread can be waited for or queried about still
after it's completed.
2020-09-04 18:34:28 +01:00
baldurk
311dcb989b
Default to D3D11 pipeline state at the last minute
...
* If we default to D3D11 at construction time, if we have persist data (very
likely) and it's for another API then we'll have to destroy the D3D11 viewer
and recreate the other API's viewer.
2020-09-04 15:02:04 +01:00
baldurk
acd755324e
Load main window initial layout before running python scripts
2020-09-04 15:00:16 +01:00
baldurk
56f82f6bf1
Optimise UI for large descriptor arrays with few dynamically used binds
...
* We tune the pipeline state view and texture viewer to only iterate over a
small list of dynamically used binds in the (vastly more common) case where
unused binds are not being shown.
2020-09-03 18:09:47 +01:00
baldurk
ec023ac660
Avoid unnecessary re-layouts when populating thumbnails
2020-09-03 18:07:47 +01:00
baldurk
c39a0bae5f
Re-jig Following to hold a reference to TextureViewer
...
* This simplifies the code flow because we can be sure that we always have
cached read-only/read-write resources (this was true before, but now it's
clear).
2020-09-03 18:07:47 +01:00
baldurk
3ac8746b01
Auto-size log view columns by hand
...
* Using the auto-resizing mode of RDHeaderView resizes based on the whole column
every time, which is wasteful when only a few lines are added to a large log.
2020-09-03 17:45:41 +01:00
baldurk
d71d275dc4
Don't re-read entire logfile every time, only read from last position
2020-09-03 17:45:41 +01:00
baldurk
da0c836aef
Cache bufferviewer column width calculation
2020-09-03 17:26:48 +01:00
baldurk
83f7a26ee9
Query which shader disassembly formats require a pipeline
...
* This allows us to be a bit more friendly in the UI when we don't have a
particular pipeline associated with a shader.
2020-09-01 14:03:59 +01:00
baldurk
e61794dd88
Don't forcibly change tab in texture viewer when one is closed
2020-09-01 10:27:45 +01:00
baldurk
482bdbae6f
Allow building from a custom Qt more easily on windows
...
* Setting RENDERDOC_QT_PREFIX64 or RENDERDOC_QT_PREFIX32 environment variables
pointing to a Qt install root will use that instead of the built-in Qt.
2020-08-28 19:06:06 +01:00
baldurk
0c1b304917
Verify JSON documents being saved don't contain byte arrays
...
* Newer Qt versions will base64 the byte arrays even if we've already base64'd
them so they're safe. To prevent this we explicitly convert to QString
afterwards.
2020-08-28 19:06:05 +01:00
baldurk
fa24dc8872
Silence some PVS warnings
2020-08-20 16:11:05 +01:00
baldurk
01e05e6d96
Cancel a rename in progress if a different resource is selected
2020-08-17 10:22:23 +01:00
baldurk
2b990bdf46
Remove RightToLeft property that was accidentally added
2020-08-14 19:19:16 +01:00
baldurk
bc3f23e867
Add missing bounds check for 32-bit indices
2020-08-13 11:36:07 +01:00
baldurk
aac929af8f
Go back to reporting normalised vertex inputs on GL as SNorm/UNorm
...
* This is still accurate, what we're missing is "read data as int, then cast to
float" which is represented by setting 'floatCast' to true. A normalized cast
or interpret is accurately represented by saying the input is snorm/unorm
typed.
2020-08-13 10:22:56 +01:00
baldurk
d1c9564267
Show float casting and normalising of GL vertex attributes. Closes #2013
2020-08-10 11:19:57 +01:00
baldurk
56f1b8c4e8
Fix size clamp being backwards for D3D12 index buffers
2020-07-21 19:57:09 +01:00
baldurk
f6babe77fd
Handle depth clipping and depth bounds failure separately
...
* This prevents truly depth-clipped fragments from being wrongly reported as
other failures like backface culling.
2020-07-20 16:07:36 +01:00
baldurk
5ef45a3576
Apply output mip/slice when selecting a new texture or new drawcall
2020-07-16 20:45:19 +01:00
baldurk
4d6d949f42
Manually check depth test to get per-fragment pass/fail
2020-07-16 20:45:19 +01:00
baldurk
7b191861e8
Don't remove replacement when capture is closing
...
* There's no need, and this can cause races.
2020-07-16 20:39:25 +01:00
baldurk
08a3d05e71
Explicitly note which modifications in pixel history are unavailable
2020-07-16 20:39:25 +01:00
baldurk
152db57598
Default A8 textures to show the alpha channel only
2020-07-15 11:50:56 +01:00
baldurk
bc4a803605
Add usage entries for discards. Closes #1951
2020-07-12 10:52:10 +01:00
baldurk
0d026a43d6
Remove CompType::Double
...
* This is a leftover artifact from before we had general extended type support
and double was the only non-32 bit type we handled. Now we support most type
formats so doubles are just CompType::Float with 8 byte width
2020-07-12 10:52:10 +01:00
baldurk
a0b3bffda6
Display slices in texture details in GL pipeline state view
2020-07-12 10:52:10 +01:00
baldurk
88591c35fd
Collapse large arrays if no dynamic use information is available
2020-07-12 10:52:10 +01:00
baldurk
9f2fdd6d64
Show view in vulkan pipeline state view when significant
2020-07-06 13:27:10 +01:00
baldurk
3f089b0c92
Don't treat binds with 0 stageMask as completely empty
...
* We can still highlight them as empty the same as we do for insufficiently
sized constant buffers, but we should display the proper resource contents.
2020-07-06 13:26:49 +01:00
baldurk
c10089c94b
Invert y display for vulkan with negative viewport height. Closes #1971
2020-07-06 11:20:23 +01:00