Commit Graph
37 Commits
Author SHA1 Message Date
baldurk d58d5b76b3 Use shader variable name for CS UAV slots, if available 2015-08-23 13:15:09 +02:00
baldurk 9333228fc5 Highlight empty viewports that are still enabled in the UI. Refs #144 2015-08-23 11:49:00 +02:00
baldurk 8ca621a649 Handle invalid characters in shader filename paths everywhere 2015-07-25 10:33:52 +02:00
baldurk e40ab9261a Handle edge-case where input layout bytecode doesn't use every element 2015-07-14 21:53:36 +02:00
baldurk ddd432f678 Add warning if dispatch has 0 dimension, and bounds-check on debugging 2015-07-09 20:42:34 +02:00
baldurk 6afbe8c92b Add exception handling on Clipboard.SetText, fall back to SetDataObject 2015-07-06 18:15:49 +02:00
baldurk 5a03794a5a Consistently treat file containing entry point as the 'main' file
* This fixes shader editing when the entry point file wasn't the first
  in the list.
* Might need better detection of the main file than just searching for
  the entry point substring - could produce false positives in other
  files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk 75a9bd4376 Expand out arrays of shader resources at lower priority than non-arrays
* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
  show up as one entry in the reflection data, so need to be expanded
  out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
  as only one gets used - this doesn't matter to us since only the used
  one will show up in the reflection data. Unless there's an array e.g:
  SamplerState foo[8] : register(s0); // [0] and [5] used;
  SamplerState bar    : register(s3);
  in which case foo[] appears in the reflection data for the sake of [0]
  and [5], and bar will appear too (causing an overlap between foo[3]
  and bar. Since we know the reflection data is unambiguous, we
  prioritise individual entries over array entries by listing them
  first and using the first match for any bindpoint.
2015-06-04 21:04:08 +02:00
baldurk 03a3bafaf9 Make #include filename searching case insensitive 2015-05-22 21:48:27 +02:00
baldurk 1ba89e4b16 Add Ctrl-C copy-paste handler to GL pipeline viewer
* Also fix a crash if ctrl-c is pressed while no log is loaded
2015-04-25 13:14:20 +02:00
baldurk c12df371d0 Handle shader filenames that are invalid paths
* If shaders are compiled directly via D3DCompile, the source filename
  can be anything, not necessarily a valid path, so need to handle this
  case.
2015-04-21 20:01:21 +02:00
baldurk 95f4011bcb Add option to favour monospaced font for all data. Refs #118
* 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
baldurk c0be5552e8 Extract command line #defines to fxc, roll them in when editing shaders 2015-03-29 18:29:20 +01:00
baldurk 37c1cbffd9 Fix nested #includes not being replaced 2015-03-29 18:12:13 +01:00
baldurk 8abb2f19cc Fix crash editing shader if #include is the first line in the source 2015-03-29 18:11:12 +01:00
baldurk db04714f8d Fix case where buffer format wasn't auto-populated correctly 2015-03-02 15:26:11 +00:00
baldurk 8938c71853 Texture buffers now default to viewing in the buffer not texture viewer
* The pipeline state windows will open up the buffer viewer instead of
  the texture viewer to show the contents of texture buffers.
2015-02-12 21:15:02 +00:00
baldurk de6d93c47f Improve GL shader reflection to include Atomic bufs, SSBOs and images 2015-01-19 02:04:08 +00:00
baldurk 48f98ebdef Add shader subroutines (placeholder) and transform feedback
* The transform feedback is placed on the geometry shader tab the same as
  in D3D11. It doesn't merit its own whole tab and that seemed like the
  best place to put it (last processing stage before rasterization).
* To aid understanding, further stages are marked disabled if rasterizer
  discard is on, and if no geometry shader is bound the stage is renamed.
2015-01-18 12:06:39 +00:00
baldurk 7e10c5c4ea Pass through ShaderResourceType per-texture for better type naming 2015-01-17 15:03:34 +00:00
baldurk 6f0284f170 Show depth and stencil states on GL pipeline view 2015-01-16 00:43:44 +00:00
baldurk abbcd7c80f Combine and compress some of the data tables in the D3D11 pipe view
* e.g. class instances only crazy people use, so there's no point to have
  it eating up a ton of space when 99.9% of the time it's empty. Also
  the border colour in samplers is only listed if the addressing is set to
  use the border colour.
* I also collapsed down some of the columns to make it a little simpler
  visually, like min lod/max lod become just "lod clamp" with a range, and
  constant buffers simplified down to a couple of columns.
2015-01-15 22:14:03 +00:00
baldurk 57a1988755 Try not to scroll resource etc tables in pipeline state
* When jumping between draws the tables are rebuilt which destroys any
  vertical scrolling, so we save/restore it which means the same row will
  be at the top of the view. If there are fewer resources it'll just be
  as scrolled down as possible.
2015-01-15 19:02:10 +00:00
baldurk 930c1c53d5 Crash fixes if drawcall is NULL 2015-01-15 19:00:44 +00:00
baldurk f013f6fd29 Store index format and topology in drawcall, to accommodate GL
* D3D11 just latches the state from the input assembler state into the
  drawcall when it's being added. GL stores the state per-draw.
2015-01-15 17:17:12 +00:00
baldurk 322c341fa2 Make it more obvious when input assembler buffers are not set. 2014-11-29 00:36:06 +00:00
baldurk 3bd5f028dc Take UAV type from resource not shader type, for correct size 2014-10-09 08:17:38 +01:00
baldurk 96dc252d4b Add HTML export for D3D11 pipeline state viewer. Closes #92 2014-10-07 23:20:43 +01:00
baldurk 9793ac6312 Add a default copy paste handler for tables in pipeline state. Refs #92 2014-10-07 00:27:06 +01:00
baldurk e749f42876 [Refs #87: Static Analysis] string compare as uppercase or by length 2014-10-05 19:01:25 +01:00
baldurk 0261095de6 Add selection of primitive to pixel debug from pixel history
* This means when multiple fragments are writing to a pixel you can choose
  precisely the one you want to debug, rather than the debugging always
  running the approximately last fragment to pass
2014-09-25 10:49:01 +01:00
baldurk bda68c8ba6 CBuffer window is a dialog now, with ability to set custom layout 2014-09-13 18:48:39 +01:00
baldurk 35884170eb In D3D11 support setting friendly names on shaders 2014-09-10 18:25:29 +01:00
baldurk 543165cece Give the shader viewer a better disambiguating title when debugging 2014-09-06 11:45:51 +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 d678d847d7 Add support for arrays in the buffer viewer. Closes #56
For now this just acts like a really wide vector with N columns for the
array, but this could be improved in future if a better visualisation is
decided on.
2014-05-13 21:53:59 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00