baldurk
fa0b13f2ed
Add context chooser to main window for choosing between remote servers
2016-08-19 17:26:09 +02:00
baldurk
4fde9b065f
Expand remote host selection for attaching to handle remote servers
...
* Also remove some of the old remote-replay single-shot code handling.
2016-08-19 17:26:07 +02:00
baldurk
9a544e61af
Rename ModalPopup to ProgressPopup
2016-08-19 17:26:06 +02:00
baldurk
481a28dc29
Rename RemoteAccess to TargetControl to better disambiguate RemoteServer
2016-08-19 12:23:19 +02:00
baldurk
c4310373fd
clamp when assigning prevHighestMip, just in case
2016-08-12 15:57:00 +02:00
baldurk
c674c27057
Make update dialog non-resizeable. Refs #321
2016-08-10 16:07:16 +02:00
baldurk
9d24013f3b
Clamp the view-size specified number of rows to the max num rows.
2016-08-09 00:41:10 +02:00
baldurk
3dbd750846
Put more updater code inside the try { } catch(Exception)
...
* A crash was uploaded where File.Copy() failed due to permissions.
2016-08-06 19:23:30 +02:00
baldurk
9f9610ce6d
Recreate output windows after use, since D3D12 breaks them
2016-08-06 18:31:33 +02:00
Matthäus G. Chajdas
1cb6890df9
Disable the "always show vertical scroll" bar in the settings menu.
...
The window is always big enough that the scroll bar remains disabled, so just get rid of it by default.
2016-08-05 15:39:51 +02:00
baldurk
59bc8254bd
Fix potential crash if drawcall is null when showing empty ibuffer
2016-08-05 12:54:13 +02:00
baldurk
610b22f600
Fix a lot of high-contrast inconsistencies or brokenness. Refs #315
...
* In a couple of places I had to resort to if(IsHighContrast) but mostly
this is just using system brushes consistently or not assuming black
text.
* The default DockPanel theme doesn't work well, so make a minimal high-
contrast theme for it and assign it everywhere.
* The pipeline flow was using fixed colours, use system brushes for the
different elements and switch based on high-contrast to ensure active
and inactive stages are visible (using ActiveCaption looks bad on
normal themes because it's a big block of colour).
* For some reason the flat toolstrip renderer doesn't handle white-on-
black themes, but the system one does. It's a little clunkier but it
shows up correctly without writing tons of custom painting code.
* Range histogram uses a properly contrasting colour for the border.
* Treelist views use a better system colour for selected rows when
inactive and hovered rows (when high contrast).
* Mesh view grids have a system background instead of white
* Various things (pipeline state, mesh viewe) set text colour when
colourising backgrounds of things instead of assuming black.
2016-08-05 12:46:56 +02:00
baldurk
12e0c301af
Handle themes with light text when picking contrasting colour. Refs #315
2016-08-05 11:19:56 +02:00
baldurk
e8cb71a895
Add protection for buffer/texture viewer layouts failing to load.
2016-08-01 22:28:57 +02:00
baldurk
5508f9f599
Handle duplicate contents being returned and dummy them. Refs #310
...
* Unfortunately too late for v0.30, but at least this will help anyone
who upgrades v0.29 -> v0.31 or such.
2016-08-01 22:22:50 +02:00
baldurk
39f453b166
Rename replay host to remote server, consistently.
2016-08-01 19:38:21 +02:00
baldurk
53f53dd1c2
Don't add mesh viewer to log viewer list twice
2016-07-30 12:42:19 +02:00
baldurk
4f06161fb9
Update template custom shader to include UV, add new globals. Refs #304
2016-07-26 15:18:45 +02:00
Dr. Chat
85f4e724d7
Properly unpack double -> float in min/max calculations.
2016-07-25 17:52:56 -05:00
baldurk
fbcd79b27d
Don't create thumbnails until output has been created
2016-07-25 18:27:21 +02:00
baldurk
b91518a2aa
Prevent a crash when reloading layout, if bufferviewer is destroyed
2016-07-25 18:27:20 +02:00
baldurk
9bc7e99d83
If no pixel shader is bound, don't show shader output in pixel history
2016-07-25 18:27:19 +02:00
baldurk
ba7c6711ff
Hide *all* remaining thumbnails after setting the visible ones up
2016-07-25 18:27:17 +02:00
baldurk
170df95924
Make usage entries menu items not labels, to be clickable
2016-07-25 18:27:16 +02:00
baldurk
132bef38af
Calculate bytesize properly for packed formats in mesh viewer
2016-07-25 18:27:13 +02:00
baldurk
eaa53adbc3
For locked textures, reset type hint so they don't inherit from previous
2016-07-25 18:27:13 +02:00
baldurk
77fe1314e2
Properly interpret format elements when calculating mesh bounding box
...
* This fixes mesh display of e.g. SNORM components
2016-07-25 18:27:12 +02:00
baldurk
0ebf99f0b4
Avoid exception seeking to invalid row in mesh viewer
...
* This happened when jumping to a primitive from pixel history if the
views were synced.
2016-07-25 13:01:37 +02:00
baldurk
54ea69a619
Always enable custom shaders create button, prompt for name. Refs #304
2016-07-25 11:39:47 +02:00
baldurk
12a51ee5a4
Save display type (RGB vs custom) and custom shader per-tex. Refs #304
2016-07-25 11:39:46 +02:00
baldurk
33ed86a45b
Print stencil refs and masks as hex in OpenGL. Refs #303
2016-07-22 21:50:44 +02:00
baldurk
889e47c166
Handle column major storage of matrices when friendly-naming registers
2016-07-22 19:19:42 +02:00
baldurk
fcca358d0c
Handle casting view types for swapchains (non-typeless resource)
2016-07-22 19:18:36 +02:00
baldurk
28c1768397
Add menu item to jump from pixel history modifications to each primitive
2016-07-22 14:40:40 +02:00
baldurk
5b74d2f90a
Add a little Ctrl-G popup on the texture viewer to jump to a pixel
2016-07-22 12:28:26 +02:00
baldurk
5958e7cc24
Calculate max formatted float size given current settings as col width
...
* The default (and previous) width of 100 is a little larger than the
calculation ends up being for default float formatting values.
2016-07-21 14:01:15 +02:00
baldurk
6b32d6a4a2
Fix check for unknown DXGI format
2016-07-21 09:56:53 +02:00
baldurk
bde21b0c73
Render custom shaders at the selected mip level. Refs #302
2016-07-19 20:40:11 +02:00
baldurk
81c8f1f77e
Prefix GL uniforms with 'uniform'. Refs #302
2016-07-19 19:19:57 +02:00
baldurk
5a64a78d2a
Add multiple-frame capture, grabbing N successive frames to captures
...
* In-application API is bumped to 1.1.0 as a new function pointer is
added to the end of the structure.
* This comes with some caveats - capturing a frame is fairly heavy
weight, so capturing a frame might throw off timing-related bugs you
are trying to capture in subsequent frames. If you know your bug is
every other frame though, capturing two can be a quick way to ensure
you get it.
2016-07-18 18:51:36 +02:00
baldurk
9cb37bfb4f
Add to HORRIBLE UGLY HACKY CODE to make sure barrier pips have outlines
2016-07-15 14:17:45 +02:00
baldurk
2b5e37b442
Make handling of mips more consistent around locked textures. Refs #292
2016-07-12 19:22:17 +02:00
baldurk
2a68153def
Make sure resource context menu items are large enough
2016-07-12 19:00:37 +02:00
baldurk
123476fd30
Allow fetching view params (bound mip, etc) for copy/compute. Refs #292
2016-07-12 18:48:03 +02:00
baldurk
53d739c659
Add fallback if miplevel doesn't have a selected value
2016-07-12 18:41:51 +02:00
baldurk
80b61b2e37
Fix picked pixel co-ordinates as well as hover co-ords. Refs #300
2016-07-12 18:39:10 +02:00
baldurk
5c53e623df
Add win32-specific commands (crash handle, upgrade, global hook)
2016-07-12 17:39:24 +02:00
baldurk
73dc89f25a
Allow specifying a listen interface and port, for remote replaying
2016-07-12 17:39:22 +02:00
baldurk
e12d789a83
Fix incorrect use of texture height instead of mip. Refs #300
2016-07-11 18:54:22 +02:00
baldurk
982273bbd3
Detect and show sample mask failures in pixel history. Refs #296
2016-07-11 12:32:49 +02:00