baldurk
db04714f8d
Fix case where buffer format wasn't auto-populated correctly
2015-03-02 15:26:11 +00:00
baldurk
731a7f3797
Fix crash opening up GS CBuffer window from pipeline state
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* Also added an exception that throws at control creation time (much
easier to spot) if this property is invalid.
2015-03-02 08:38:33 +00:00
baldurk
cd35c726bc
Change GL pipeline state to just name shaders "<stage> Shader <ID>"
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* Since there's no better identifier, as all shaders are main() and
there are no filenames to pick up.
2015-02-27 12:24:47 +00:00
baldurk
8938c71853
Texture buffers now default to viewing in the buffer not texture viewer
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* 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
3e4aba535f
Format the generic vertex attribute values correctly according to type
2015-02-10 16:59:19 +00:00
baldurk
be6cbf4536
Implement editing GL shaders in-place via resource replacements
2015-02-10 16:46:33 +00:00
baldurk
72cfee5c0f
Add GLSL syntax highlighting
2015-02-09 18:14:20 +00:00
baldurk
6326b3344d
s/Constant Buffers/Uniforms and UBOs/ on GL pipeline view
2015-01-20 15:00:39 +00:00
baldurk
45a78df2ae
Fix vertex input attribute/buffer mutual highlighting
2015-01-20 13:52:06 +00:00
baldurk
57c8aa476f
Use GetRow instead of GetPositionFromControl as it's more reliable
2015-01-20 13:45:38 +00:00
baldurk
74b231a413
Make sure TES and TCS are the right way around
2015-01-20 11:51:31 +00:00
baldurk
68f8f1b6e3
Fix GL pipeline state table layouts
2015-01-20 11:39:06 +00:00
baldurk
aa81a3955c
Display 'read-write' type objects grouped together in GL pipe state
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* This includes atomic counters, shader storage buffer objects and images.
2015-01-19 02:04:29 +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
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* 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
6107129286
Add group for multisample state on rasterizer tab
2015-01-18 11:34:26 +00:00
baldurk
d344fc6c88
Add the other bits of rasterizer state to be included in the UI
2015-01-18 11:20:54 +00:00
baldurk
c05272c23d
Show seamless cubemap sampling state in UI
2015-01-18 10:55:09 +00:00
baldurk
8b91c8540b
Pass through Read FBO, and handle Draw/Read Buffers indirection
2015-01-17 18:49:08 +00:00
baldurk
24fd91a7e0
Display texture swizzling and depth/stencil read mode on textures
2015-01-17 15:53:09 +00:00
baldurk
7e10c5c4ea
Pass through ShaderResourceType per-texture for better type naming
2015-01-17 15:03:34 +00:00
baldurk
e13f4b61d4
Crash fix for if the GL pipeline state is empty (e.g. a D3D11 log)
2015-01-16 14:02:14 +00:00
baldurk
035eecfb1e
Show if GL_FRAMEBUFFER_SRGB is 0 for an SRGB FBO attachment
2015-01-16 11:34:35 +00:00
baldurk
7168a1b69c
Clear primitive restart index text
2015-01-16 02:50:10 +00:00
baldurk
b059e601c5
Send sampler information through to GL pipeline state for display
2015-01-16 02:49:00 +00:00
baldurk
cceddc9b19
Tidy up constant buffer table per-shader in GL pipeline state view
2015-01-16 02:03:55 +00:00
baldurk
af51c4f1e6
Tweak rasterizer page display to be a bit nicer
2015-01-16 01:14:21 +00:00
baldurk
6f0284f170
Show depth and stencil states on GL pipeline view
2015-01-16 00:43:44 +00:00
baldurk
1265b5bc6e
Set up display of blend equations (and logic, overriding)
2015-01-16 00:18:34 +00:00
baldurk
f459c63380
Show restart index on GL pipe state, and handle it being disabled
2015-01-15 23:37:17 +00:00
baldurk
1096308755
Show generic vtx in attributes, and show attribute names from VS
2015-01-15 23:16:55 +00:00
baldurk
99f3eb78cf
Set up vertex input stage properly on GL pipeline view
2015-01-15 22:36:44 +00:00
baldurk
abbcd7c80f
Combine and compress some of the data tables in the D3D11 pipe view
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* 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
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* 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
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* 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
valeriog
d18557239f
Added visualization of rasterizer state for OpenGL.
2014-10-31 19:40:16 +01:00
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
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* 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
7ab9815aaf
Introduce a bindpoint mapping as part of the pipeline state
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* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.
2014-08-13 15:56:55 +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
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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.
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* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00