baldurk
f00049bed3
Fixup display&export of byte address and structured (with/no counter)
2016-06-23 12:17:58 +02:00
baldurk
745df431db
Remove unused debug trace line
2016-06-23 11:19:43 +02:00
baldurk
eb9684d355
Fix pips drawing incorrectly.
2016-06-23 11:19:37 +02:00
baldurk
494627c299
Display image barriers in texture usage dropdown and timeline bar
2016-06-22 19:04:08 +02:00
baldurk
af3e57e79c
Add feature to export events to a file for diffing
2016-06-22 16:09:57 +01:00
baldurk
04d1668bd7
Add layout persistence to buffer viewer
2016-06-22 12:39:34 +01:00
baldurk
5864c11fa2
Add support for D3D11.3 and D3D11.4 (minor). Refs #235 . Refs #145
...
* Only one major piece of functionality is unimplemented and stubbed out
- WriteToSubresource and ReadFromSubresource in concert with passing
a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
2016-06-21 21:08:26 +02:00
baldurk
6403b5a6d6
Use full pathnames for files, so we don't have duplicate keys in dict
2016-06-21 13:35:21 +02:00
baldurk
11ee6e2e34
Allow dragging exes in anywhere and they won't be opened as logfiles
2016-06-20 17:30:29 +02:00
baldurk
68ba7313c3
Force TreeListView scrollbars to create handles on startup. Closes #202
...
* I honestly don't know why this fixes it really. I finally got a
reliable repro which involved somehow scrollbars becoming visible and
creating their window handles in a weird circumstance while dragging
the window off fullscreen, and that causing the window handle create
to fail.
2016-06-17 22:59:42 +02:00
baldurk
10629ab92b
Use https URLs to access renderdoc.org
...
* Previous versions accessing the http URLs will be redirected soon (as
of time of writing this). The POST /bugsubmit won't be redirected as
it's not feasible to redirect POST requests, but that will continue
working.
2016-06-17 14:12:19 +02:00
baldurk
7884b0e825
Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11
2016-06-09 17:37:16 -07:00
baldurk
ed018f23e8
Add shader edit & replace for vulkan (without source for now)
...
* Currently at least glslang doesn't emit OpSource with source data
embedded, so we don't pull it out and for the moment we just pre-fill
the shader editor with the disassembly text (which is sort of but not
really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk
6ddba5f0ad
Don't default to max zoom when there's no current texture.
2016-06-09 10:49:04 -07:00
baldurk
65d407d5a8
Prevent custom shaders being added to the list twice
2016-06-09 10:49:00 -07:00
baldurk
8b64868025
For GLSL, insert text after #version statement.
2016-06-09 10:48:50 -07:00
baldurk
22d58cf739
Implement custom display shaders for vulkan
2016-06-09 10:48:44 -07:00
baldurk
e36f038827
Use start instead of end EID/DrawID for fake profile markers
...
* This causes the range in the event browser to show up properly as
start-end instead of end-end.
2016-06-08 15:30:38 -07:00
baldurk
d41c9538de
Add support for SPIR-V specialization constants
2016-06-07 11:35:44 -07:00
baldurk
947f7decb2
Add 'show all instances' mode, and make colours consistent. Closes #248
2016-06-03 17:34:26 +02:00
baldurk
306ebd1ad7
Fix a backwards compatibility issue causing some panels to go missing
2016-06-01 19:02:45 +02:00
baldurk
56c8fbc595
Handle purely typed texel buffers with no members
2016-06-01 16:48:22 +02:00
baldurk
6c39971374
Add proper support for immutable samplers. Refs #260
2016-06-01 16:39:18 +02:00
baldurk
6e2a8344ce
Fix crash with markerColour not being created for fake markers
2016-06-01 13:08:36 +02:00
baldurk
054a01c3b0
Check for drawcall potentially being NULL
2016-06-01 11:57:55 +02:00
baldurk
094e79dee2
Greatly speed up 'attach to running instance' dialog in the 99% case
...
* 99% of the time, you'll only have localhost and the application will
be running on the first ident checked which will return a valid socket
almost immediately.
* Instead of continuing to search through each valid port before
returning valid data, we change the enumerate function to just find
the next valid port and return - so we can update the UI as soon as
we have the first result.
2016-06-01 11:31:57 +02:00
baldurk
ab84b84ba4
Add bullet-proofing to GetTextureData/GetBufferData
...
* So that it won't crash on invalid input but will just return empty
data.
2016-06-01 10:44:44 +02:00
baldurk
9e2fa30a7e
Add check for all-opaque-black markers and ignore. Works around UE4
2016-05-28 12:25:29 +02:00
baldurk
60706ca4eb
Add options controlling marker colourising
2016-05-27 23:26:59 +02:00
baldurk
1978bc2409
Apply colours (optionally) to event browser and timeline bar. Refs #270
2016-05-27 19:44:25 +02:00
baldurk
a85d11643b
Add treelistview custom tree lines (colour/width) and text colour
2016-05-27 19:29:49 +02:00
baldurk
54106a2108
Pass through marker colours to UI
2016-05-27 19:28:58 +02:00
baldurk
b74ad435e5
Add a 1:1 (zoom 100%) button. Refs #272
2016-05-26 23:58:58 +02:00
baldurk
1914a8a029
For APIs with proper separate sampler objects use debug names. Refs #273
2016-05-26 23:51:09 +02:00
baldurk
84528ce316
Check all files are writeable before applying update. Closes #264
2016-05-19 22:01:56 +02:00
baldurk
69705d9e99
Detect and report version mismatches to the user between core & UI
2016-05-19 20:45:13 +02:00
baldurk
16561cd117
Before updating, check to see if any live programs are running.
...
* Doing this early and via the remote access lets us give a friendly
error message and direct the user to which program is currently using
renderdoc.
2016-05-19 20:29:38 +02:00
baldurk
4b7e068703
Rename 'create debug device' capture option to 'API validation'
...
* More appropriate for non-D3D11 APIs and will cause less confusion.
2016-05-17 21:16:17 +02:00
baldurk
15feb427e9
Display marker regions with X-Y in the EID column to show the EID range
...
* So an event will just give its EID, but an expandable region will list
the EID range it contains
2016-05-16 20:01:17 +02:00
baldurk
b7472e4397
[Coverity] Prevent possible edge-case divide by zero error
2016-05-15 18:11:46 +02:00
baldurk
74d8f66359
[Coverity] Call base class in NoScrollPanel.OnMouseWheel
2016-05-15 17:44:22 +02:00
baldurk
9c15dfc6c9
[Coverity] Don't dereference draw if it may be null
2016-05-13 23:46:44 +02:00
baldurk
76a872252c
Add a set of search paths to look up when locating unstripped shaders
...
* This allows the application to embed/runtime set a relative path
instead of needing an absolute path
2016-05-10 22:36:40 +02:00
baldurk
91afc2b391
Add a way for UI to pass arbitrary settings strings into the core module
2016-05-10 22:35:48 +02:00
baldurk
d65bacc118
Add an editor dialog for ordered lists of items (text or paths)
2016-05-10 22:34:58 +02:00
baldurk
ebeaa935af
Implement copy-paste handlers for shader debugging reg windows
2016-05-09 22:22:37 +02:00
baldurk
dfbd22de65
Remove a weird VS warning about file paths on SciLexer*.dll
2016-05-09 22:06:52 +02:00
baldurk
945f423cde
Don't let the user undo the initial text added to a Scintilla editor
2016-05-09 22:00:31 +02:00
baldurk
281a3c93da
Don't prompt to close a logfile if there's not one loaded
2016-05-09 21:50:10 +02:00
baldurk
36468bb666
Bump version information to v0.30
2016-05-08 20:52:56 +02:00