67 Commits

Author SHA1 Message Date
baldurk d58d5b76b3 Use shader variable name for CS UAV slots, if available 2015-08-23 13:15:09 +02:00
baldurk 9333228fc5 Highlight empty viewports that are still enabled in the UI. Refs #144 2015-08-23 11:49:00 +02:00
baldurk 8ca621a649 Handle invalid characters in shader filename paths everywhere 2015-07-25 10:33:52 +02:00
baldurk 8213281921 Fix up fetching layer/mip for FBOs on replay 2015-07-18 18:27:34 +02:00
baldurk e40ab9261a Handle edge-case where input layout bytecode doesn't use every element 2015-07-14 21:53:36 +02:00
baldurk ddd432f678 Add warning if dispatch has 0 dimension, and bounds-check on debugging 2015-07-09 20:42:34 +02:00
baldurk 6afbe8c92b Add exception handling on Clipboard.SetText, fall back to SetDataObject 2015-07-06 18:15:49 +02:00
baldurk 5a03794a5a Consistently treat file containing entry point as the 'main' file
* This fixes shader editing when the entry point file wasn't the first
  in the list.
* Might need better detection of the main file than just searching for
  the entry point substring - could produce false positives in other
  files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk 75a9bd4376 Expand out arrays of shader resources at lower priority than non-arrays
* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
  show up as one entry in the reflection data, so need to be expanded
  out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
  as only one gets used - this doesn't matter to us since only the used
  one will show up in the reflection data. Unless there's an array e.g:
  SamplerState foo[8] : register(s0); // [0] and [5] used;
  SamplerState bar    : register(s3);
  in which case foo[] appears in the reflection data for the sake of [0]
  and [5], and bar will appear too (causing an overlap between foo[3]
  and bar. Since we know the reflection data is unambiguous, we
  prioritise individual entries over array entries by listing them
  first and using the first match for any bindpoint.
2015-06-04 21:04:08 +02:00
baldurk 03a3bafaf9 Make #include filename searching case insensitive 2015-05-22 21:48:27 +02:00
baldurk 1ba89e4b16 Add Ctrl-C copy-paste handler to GL pipeline viewer
* Also fix a crash if ctrl-c is pressed while no log is loaded
2015-04-25 13:14:20 +02:00
baldurk c12df371d0 Handle shader filenames that are invalid paths
* If shaders are compiled directly via D3DCompile, the source filename
  can be anything, not necessarily a valid path, so need to handle this
  case.
2015-04-21 20:01:21 +02:00
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 c0be5552e8 Extract command line #defines to fxc, roll them in when editing shaders 2015-03-29 18:29:20 +01:00
baldurk 37c1cbffd9 Fix nested #includes not being replaced 2015-03-29 18:12:13 +01:00
baldurk 8abb2f19cc Fix crash editing shader if #include is the first line in the source 2015-03-29 18:11:12 +01:00
baldurk 6cd1f70bb6 Fix several warnings for compiling on VS2015
* Note at the time of committing there are still some warnings in MS
  headers that you might need to suppress in a couple of files.
* 3rd party code just has the warnings suppressed for ease of merging.
* The majority of warning fixes were for local variables shadowing
  other locals, function parameters, or members. In most cases they
  weren't a problem, but in some cases it was potentially dangerous!
2015-03-13 10:16:19 +00:00
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
* 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>"
* 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
* 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
* 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
* 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
* 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