28 Commits

Author SHA1 Message Date
baldurk 6a2344d9d8 Show correct inputs/outputs for copy and dispatch calls. Refs #147
* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
  use the same codepath.
2015-08-23 13:20:23 +02:00
baldurk 296d7e39b1 Handle glTextureBufferRangeEXT not being available
* This way we don't have to require GL_ARB_texture_buffer_range as well
  when technically it should only be needed if the application used it.
2015-07-23 23:06:25 +02:00
baldurk a5cc19ccc6 Implement replay-side resource tracking for OpenGL
* This means that the timeline bar will show use as read/write/clear etc
  and that right clicking on textures in the texture viewer will show
  the events where that texture is used for rendering, for reading, and
  so on.
2015-04-11 11:03:19 +01:00
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 5bcbb47203 List GenerateMips, Copy and Resolve calls in event browser with draws
* What gets listed as a 'drawcall' is a bit fuzzy - previously it was
  drawing calls, dispatches and clears, but you could make a good
  argument for these to be included as well. As a semi-experiment, these
  calls are now included and will be listed in the event browser.
* Other calls can change resources like direct buffer or texture uploads
  and Map() type calls, but these remain as API calls listed between
  draw calls. Again this is mostly an arbitrary distinction.
* D3D11 logs are backwards compatible, GL logs are not (although it'd
  be relatively simple, GL logs will likely break backwards compat soon
  anyway, so not worth supporting it now only to break it soon).
2015-03-11 13:13:41 +00:00
baldurk 8ccf071865 Implement GetTextureData for GL - underlying code behind texture saving
* This should support all forms of textures off the bat, multisampled
  textures, 3D textures, arrays, compressed and uncompressed, etc.
2015-02-09 17:29:13 +00:00
baldurk b7f9d5b6d0 Generalise drawcall timing to get arbitrary sets of counter values
* Client code can enumerate the IDs of counters that are supported -
  some of these will be general, some will be IHV specific. It can also
  request descriptions of the counters to determine the type of data or
  units. This can be used to 'discover' counters that aren't hard
  coded into renderdoc. I'll want to at least reserve IHV ranges so that
  counter IDs are globally unique, and ideally IHV counters will also be
  predeclared where possible.
* Also the refactor removes some ugly rdctype::array use outside of the
  replay layer and replaces it just with std::vector, which is a nice
  bonus.
2015-01-28 21:15:19 +00:00
baldurk 96b8818120 Give constant buffer previewer proper naming on OpenGL logs 2015-01-20 14:57:20 +00:00
baldurk 24fd91a7e0 Display texture swizzling and depth/stencil read mode on textures 2015-01-17 15:53:09 +00:00
baldurk 51a0ee1dc1 Fix typo! 2015-01-16 22:54:03 +00:00
baldurk 04f1d4a378 Centralise debug message processing, and allow adding custom warnings
* This will allow the adding of things like 'redundant api call' for calls
  that have no effect, as well as potential problems like drawing with an
  empty viewport, or similar things that are common problems. Reading out-
  of-bounds on buffers etc is a good example of 'defined' behaviour that
  is probably not desired.
* These heuristics could also identify potential performance problems.
* It also supports adding debug messages after log-load time, so you could
  do an additional extra-strength pass, or do a detailed check of one
  draw call (e.g. a broken draw, to try and figure out the problem). If
  there are any unread debug messages, the status bar will flash and the
  debug messages window will show a count as (N).
2015-01-11 00:20:50 +00:00
baldurk 1c9269fc8d Add simple OpenEXR save/load support using tinyexr
* Thanks to https://github.com/syoyo/tinyexr for the load and save code!
2015-01-06 17:43:19 +00:00
baldurk e1d01970c6 Add fetching of Indirect params, and stepping through MultiDraw calls
* This means glMultiDrawIndirect is fetched, decomposed into child draw
  calls and you can step through them individually
2014-12-14 12:17:38 +00:00
baldurk c51fade47a Add support for texture rectangles. See gl-330-texture-rect 2014-12-01 22:55:35 +00:00
baldurk b6ba100ed1 Add a couple more buffer creation flags 2014-12-01 12:41:00 +00:00
baldurk ea8203e160 Add backface culling overlay 2014-11-27 23:36:06 +00:00
baldurk 551b0372c8 Allow fully flexible display of position&other component on meshes
* You can choose which component will be used as 'position' when rendering
  vertex inputs. Helpful if a position component isn't auto-detected, or
  if you want to render UV co-ordinates onto the screen.
* Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh
  you can choose a secondary column yourself.
* Also the solid shading options are available on vertex output meshes as
  well as inputs.
2014-11-13 18:37:58 +00:00
baldurk 6308d78cd4 Implement debug device/debug api message tracking for GL 2014-11-02 10:52:24 +00:00
valeriog d18557239f Added visualization of rasterizer state for OpenGL. 2014-10-31 19:40:16 +01:00
baldurk deffa8c68e Add displayable string representation for primitive topology 2014-10-07 23:20:19 +01:00
baldurk a0d6d771f2 Pass through child processes via remote access to UI. Refs #78 2014-09-28 13:58:18 +01:00
baldurk 326ca2ebe8 Move SaveTexture logic to replay layer
* Expand the abilities of the GetTextureData in replay drivers
  to be able to resolve samples and render down to RGBA8 unorm
  for file export to other programs.
* Greatly improve the ability to save textures - in theory any
  texture format/type/dimension/etc should now be mappable in
  sensible & useful ways to output formats.
2014-09-16 01:25:13 +01:00
baldurk 72e2ed1513 Remove UNorm_SRGB component type as it's redundant 2014-09-14 20:29:25 +01:00
baldurk 55e0178ec9 Add quad overdraw mode. Thanks Stephen Hill (@self_shadow)!
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
  colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
  the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
2014-08-17 15:28:51 +01:00
baldurk 49ab71181c Add some system attributes from GL 2014-08-12 16:47:00 +01:00
baldurk 25c4771589 Add drawcall flags for clearcolour/cleardepth 2014-07-13 18:55:04 +01:00
baldurk 9b8adebb91 Bind resources while in READING, as we're replaying edit chunks
* While replaying the initial chunks, we're doing edit type operations but
  we haven't serialised out the binding operations in between, so in this
  state we do the bind-to-edit binds ourselves.
2014-06-01 11:54:54 +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