Commit Graph
119 Commits
Author SHA1 Message Date
baldurk 94c4e656d6 Move RDToolTip into separate file independent of tree view 2026-08-13 17:46:43 +01:00
baldurk 09c036bd36 Embed and initialise reflection script in python context 2026-08-13 17:46:42 +01:00
baldurk a869e5c4f8 Add natvis for python 3.8 2026-08-13 17:46:38 +01:00
baldurk 13ad7875f2 Add annotation display in resource inspector and as standalone panel 2026-01-28 14:42:10 +00:00
baldurk 45eabffb54 Update mesh viewer to allow better customisation. Closes #1811 2025-12-08 18:24:19 +00:00
baldurk 1194531fc5 Add a descriptor viewer for showing all of a heap, root sig, or set 2024-04-10 18:58:53 +01:00
baldurk 5ad3e67a2d Implement baseline mesh shader on vulkan
* This supports capture and replay of mesh draws, shader editing with printf
  support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
2023-11-16 18:20:24 +00:00
baldurk 8c6192d5bd Copy catch.hpp into qrenderdoc and run on --unittest in non-release 2022-05-20 14:15:31 +01:00
baldurk abe645f031 Add support for saving and loading structure definitions 2022-05-20 14:15:30 +01:00
baldurk 4bb54d00dd Show visible offsets and (optionally) padding in buffers. Closes #1664 2022-05-20 14:15:30 +01:00
baldurk 43fa3cd94b Use BufferViewer for viewing constant buffers
* Unifying these views means that constant buffers have all the same
  reformatting and it avoids having multiple paths for what is now effectively
  the same control (a buffer can either have fixed data, repeating data, or
  both)
2022-05-20 14:15:30 +01:00
Orson Baines 35f4fad20e Issue 2322: Configure mesh coordinate system
- Add a new combo box and button to camera settings for mesh viewer
- Add a new dialog window for custom axis mappings
- Implement the axis mappings in gl driver (other drivers to come)
2021-11-08 11:39:28 +00:00
Steve Karolewics ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00
baldurk 124d0e71b6 Implement more flexible step/run options. Closes #2276 Closes #2312
* We split stepping for source debugging into step over/into/out depending on
  how it handles function calls. Step Into is the same behaviour as before - it
  steps to the next source line executed regardless of if it's inside a function
  call. Step Over is similar but will not enter function calls. We define that
  as the callstack growing (so staying the same or shrinking - returning from a
  function - is OK), and this is as accurate as the underlying debug
  information. Step Out will run until the callstack shrinks, i.e. returning
  from a function.
* This is a slight behaviour change of keyboard shortcuts - F10 was effectively
  doing step into and will now step over. F11 will step into which is the old
  behaviour.
* All these variants have backwards versions, and to remain consistent we keep
  the shift modifier as forwards/backwards. This differs from visal studio where
  step out is shift-F10.
* The seems like the best balance - using any other variant would likely confuse
  muscle memory of anyone used to visual studio (where these shortcuts are
  intended to mimick), if only because F10 would be step into whether or not F11
  is used for step over or some other key which would likely be even more
  confusing either way. Trying to twist to use Shift-F10 for step out would be
  inconsistent with the other backwards running operations and likely cause more
  confusion than it saves in matching VS's shortcuts exactly. Also an accidental
  Shift-F10 is not too destructive, the user can realise it didn't Step Out
  forwards, and press Ctrl-F10 or look up the button.
* The hope is that most likely people doing source debugging and familiar with
  these keys expect F10 to step over, so the previous behaviour was unexpected
  but easy to work around, and that changing the meaning of the key won't
  disrupt them. Or at least the disruption is less than other alternatives.
2021-07-21 13:39:26 +01:00
baldurk 3d2101476e Add marker breadcrumbs to event browser. Closes #1031 2021-07-01 15:15:04 +01:00
baldurk c5457a141b Add settings popup that explains & documents filters 2021-07-01 15:15:03 +01:00
baldurk b4ec703d97 Expose shader printf messages in the UI 2021-05-11 16:15:31 +01:00
baldurk c6c133bdd0 Add icons for texture viewer pixel history/debug buttons 2021-05-11 16:15:31 +01:00
baldurk 0aefcced95 Add a small interface into Qt widgets to our own python wrapping
* This by no means replaces PySide2, but it allows python extensions to write
  simple UIs without needing to rely on PySide2, which might not be available
  (generally all windows builds have it as well as recent binary linux builds,
  but local windows builds may not and most linux builds probably won't).
2020-11-18 18:21:20 +00:00
baldurk 8a5fdda6b1 Add extended RDMenu 2020-05-16 11:13:19 +01:00
baldurk d408f77241 Add configuration system for core renderdoc module
* This allows persistent config storage and registering tweak variables that
  works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
  version releases. This allows for debug-logging tweaks that are available in
  all builds (including nightly builds) for diagnostic purposes, but have zero
  overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
2020-03-18 17:34:59 +00:00
baldurk b3979262a5 Replace FormatElement with ShaderConstant/ShaderVariableType
* FormatElement is now a static BufferFormatter class to help generate and parse
  buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk 6203909791 Expose replay options to the UI
* The defaults can be configured from the settings menu, and there's a new "Open
  Capture with Options" menu option to open a capture with different options
  temporarily.
2019-08-27 18:51:56 +01:00
baldurk 039b65f89f Add a viewer of the diagnostic log in the UI itself 2019-06-27 10:22:13 +01:00
baldurk 3bac064362 Remove Resources\resource.h from qrenderdoc project 2018-12-12 13:55:16 +00:00
baldurk 67ba5f3ed1 Split extensions interface into separate header, add dialog box helpers 2018-10-24 12:22:54 +01:00
baldurk dd3a352408 Add registration and loading of extensions through a management window 2018-10-23 14:23:11 +01:00
baldurk 554f6dc9c2 Add natvis file for python objects 2018-10-23 14:23:10 +01:00
baldurk 52c0a806c3 Remove glsl.xml and hlsl.xml that are no longer used 2018-10-23 14:23:10 +01:00
baldurk 65b567a944 Add macOS windowing system to public API
* For now it expects a CALayer since this works around a MoltenVK bug
2018-09-05 12:50:58 +01:00
baldurk 3c7b420e59 Expand SPIR-V disassemblers to general shader processing tools
* Instead of just configuring SPIR-V disassemblers and picking only the first
  one when we need to edit SPIR-V, we allow setting up any shader processor that
  goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
  that the first tool that goes from the native shader format to a text format,
  but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
  method, to choose the compiler you want to use. Embedded command line
  parameters in the shader are automatically appended.
2018-08-09 16:56:53 +01:00
baldurk 14e3a3d360 Move API-agnostic pipeline state wrapper into core interface
* There's no need for this to be in the UI, and moving it allows it to be used
  from script which is very useful.
2018-06-18 18:39:06 +01:00
baldurk 8a05e29e86 Fix QRenderDoc project filters - some files weren't included properly 2018-05-14 16:42:34 +01:00
baldurk 4a986f44d3 Add a custom collapsing group box control 2018-04-26 13:34:09 +01:00
baldurk 2d0f675ca8 Add socket-based interop with RGP and profile embedding in captures 2018-04-25 19:10:51 +01:00
baldurk 49123db49f Add arrow_refresh into project properly 2018-02-19 00:52:13 +00:00
baldurk 2354a0e71d Change OrderedListEditor to be a widget, not a dialog 2018-01-17 21:07:04 +00:00
baldurk 21d5943d82 Remove dependency on Qt in qrenderdoc python module
* The main addition here apart from some extra stubs is a new rdc type
  for date time objects.
* Although the module doesn't do anything and is only used for docs
  reflection it is desirable to not have to link against Qt as this
  can cause problems when linking the module without unresolved symbols.
2017-12-27 16:05:15 +00:00
baldurk 203dca8434 Split out invocation of SPIRVDisassembler into member function 2017-12-22 17:03:08 +00:00
baldurk 9c7e46c6fc Tweak update menus and alerts
* We split the "update available" off to a top-level menu item, instead
  of a sub-item under Help. This gives explicit text saying an update is
  available.
* Change the icon from an hourglass to a slightly more 'updatey' image.
* We now re-cehck every week even if an update is marked available. That
  way people who delay for longer than it takes to release a new version
  will get the latest when they do update. It also gives them a reminder
  every week so that hopefully those delayers will be less common!
2017-12-22 14:41:45 +00:00
baldurk 417a811fad Expand docstring checks to also check names of symbols in the interface 2017-12-22 14:41:43 +00:00
baldurk 764b39a23c Add update checking system to Qt UI
* This only runs on windows - on other platforms we rely on system
  distribution or user local builds.
2017-12-19 17:31:32 +00:00
baldurk f2e7f8f1a0 Refactor crash/bug reporter system
* The UI dialog is now in Qt. We run qrenderdoc.exe with a very minimal
  startup to display the dialog and send the report.
* The flow has been simplified to have less text and an easier time to
  just click through and send.
* On the first report, the user is gently nudged to enter their email
  address for contact and by default the email is saved for next time.
  They're not nagged more than once about this.
* Optionally the user can select to upload the capture. This is always
  default off, and there is a confirmation dialog making sure the user
  intended to select it.
* After the bug is reported, a unique URL is generated and returned
  which the user can then click back on to see if there's any update. By
  default the UI will also remember the URL and check it every couple
  of days and alert the user in the help menu that there's an update.
2017-12-19 12:26:34 +00:00
baldurk a6ebf09785 Add analytics system - disabled for now
* This is a *very* light-touch analytics system that will track the
  simplest and most anonymous statistics that can be useful in
  determining which features are most used or perhaps underused, and
  where it's best to direct development attention.
* It is entirely implemented in the UI layer, no analytics-gathering
  code exists in the library that's injected into programs, and of
  course no capture data (screenshots, resource contents, shaders, etc
  etc) is transmitted.
* Once it's turned on, it will apply to both development and release
  builds. It tracks stats over a month, and then at the beginning of a
  new month it sends the previous data.
* When the user first starts up a build with analytics if there's no
  previous analytics database then they are informed of the new code and
  asked to approve it. They have the option of selecting to manually
  verify any sent reports, or just opt-ing out entirely.
2017-11-29 19:01:22 +00:00
baldurk 4a4089f316 Add generic user-provided notes to save along with the capture.
* In future one of the notes items would be for gathered hardware info.
  Not automatically, but with one button press the full configuration
  can be embedded.
2017-11-17 16:31:03 +00:00
baldurk 25de6726f6 Add some cross-linking for panels that view a single resource
* We add a button with a link icon to indicate that it goes to the
  resource details. We'll re-use the crosshair as a visual metaphor for
  any interactive widget that goes to the resource inspector.
* To remove any possible confusion, we change the icon for the texture
  list and locked tabs in the texture viewer to not include the link.
2017-11-17 16:30:54 +00:00
baldurk d009ed3b30 Add a resource inspector window for viewing resource details 2017-11-17 16:30:52 +00:00
baldurk 6937756618 Add new structured data, that will be used to expose serialised values
* We have some special handling to allow SWIG wrapping of these types:
  SDFile owns the chunks and buffers within, and each object owns its
  children. Copying is disallowed except from SWIG where we assume the
  wrapper is handling lifetime management for its objects externally.
2017-11-03 16:19:45 +00:00
baldurk 9db71b803a Change python wrapping of arrays to be more pythonic, by reference
* Previously we would convert from python to C++ arrays immediately by
  copying, and vice-versa convert TO python immediately by creating a
  new python list by copying.
* This however behaves rather poorly in common situations, e.g.:
  > foo.bar.append(5)
  Would not append 5 to foo.bar, but copy foo.bar to a temporary, append
  5 to it, then destroy it leaving foo.bar untouched.
* Instead we leave the C++ array type as a pointer for as long as we can
  and instead implement the python sequence API as extensions/slots that
  work in-place on the original array.
2017-11-03 16:19:41 +00:00
Matthäus G. Chajdas ba4c9d6837 Prepare everything for the performance counter viewer window. 2017-08-24 13:21:02 +01:00