532 Commits

Author SHA1 Message Date
baldurk 5867d7ada1 Pass through resource view element size in D3D11 pipeline state
* This lets us calculate the offset and visible length when opening a
  buffer view from a resource binding.
2016-04-23 13:03:41 +02:00
baldurk d336d5396d Update a few copyrights that still only said 2015 2016-04-23 12:47:29 +02:00
baldurk 33d8585bdb Change default ID name from {x} to _x_.
* I think eyes are just more use to parsing legal identifier characters
  (like _s) rather than {}s syntax. It feels like it's probably more
  readable overall, although there's more of a risk of it blending into
  the names in the original code
2016-04-22 17:36:55 +02:00
baldurk 17c30078e2 Add expand and collapse all functions to event browser menu. Refs #254 2016-04-21 18:08:18 +02:00
baldurk dc6962adee Fix a crash if no texture is current when clicking view as buffer 2016-04-17 18:50:14 +02:00
baldurk 0ed364bf77 Protect against crash if copy-pasting with no tree nodes selected 2016-04-17 18:00:21 +02:00
baldurk 14781e4287 Handle invalid vulkan vertex input setup, and display better in pipeview 2016-04-17 17:50:45 +02:00
baldurk a969f3f5af Crash fix - handle IOException creating NamedPipe for global hooking 2016-04-17 17:10:08 +02:00
Cory Bloor 0b81ae2618 Update renderdocui about dialog copyright year 2016-04-17 04:48:15 -06:00
baldurk 171fbcfabd Fix crashes when loading 'image' logs 2016-04-14 21:05:40 +02:00
baldurk 898344c14c Persist the statistics viewer into window layouts 2016-04-13 00:38:51 +02:00
baldurk 9ee5218761 Add more file-size stats to statistics viewer 2016-04-13 00:37:28 +02:00
baldurk 70b99a4412 Remove antiquated 'multiple frames in one capture' support.
* Cleans up the code a bunch, this support is unlikely to ever return
  and if it does it will need a rethink anyway.
2016-04-13 00:28:09 +02:00
baldurk 4e9082ee7c Rename slots to bindslots - conflict with Qt #define keyword 2016-04-13 00:02:10 +02:00
baldurk d62ce264b6 Display custom names for input layouts 2016-04-12 22:46:25 +02:00
Michael Vance 973ee146a8 Support for a new 'Statistics' pane.
Notes
======
- Create a (hopefully) cross-backend performance statistics abstraction as part of FetchFrameInfo. This currently collects statistics about constant buffer binds, sampler binds, resource binds, client and server style resource updates (e.g. Map and UpdateSubresource), index & vertex buffer binds, and draws and dispatches. In my captures this covers approximately half of all API traffic. The rest is often shader sets, and then usual RS, OM, etc., that aren't currently tracked. During READING state parsing on the wrapped device context, record statistics about the calls and store them into the current frame info. We inspect objects occasionally to get things like their type for recording. It may be useful to expand this in the future to check bind types, etc. On the GL/Vulkan backends the stats data is never initialized and we display the same statistics data as before.
- Add a new statistics pane in the UI. A variety of shim arbitration/marshalling is provided to get the statistics data across the managed/native boundary. Removed the old statistics menu item. Currently the statistics pane is just a text log of various gathered data, with ASCII art (woo!) histograms. However in the future we would like to have image based historgrams as well as support for gathering statistics on a mask of stages, etc.
- Remove 'diagnostic' events (e.g. push/pop/marker) from the API call count as it distorts the API:draw call ratio.
- Add _First and _Count to ShaderResourceType and ShaderStageType for weak enumeration (weak due to int cast requirement).
- Provide utility functions Log2Floor for 32 and 64 bit types. These require OS specific clz, which are provided for Windows/VS and Linux/gcc/clang.

TODO
======
- UI toolkit based historgram, ability to set stages enabled for statistics, etc.
- Revisit necessity of gathering statistics across frames--apparently there is no multi-frame capture in a single log anymore?
- Revisit min/max/etc. gathering on the data--is there some way to improve this to not be so mechanical? Perhaps with field enumeration? However if moving to C++/Qt in future, possibly not a good time investment.
2016-04-11 21:23:05 -04:00
baldurk e24f93970d Add empty marked rows for descriptor sets required by shader but unbound 2016-04-11 20:57:24 +02:00
baldurk 96aa458dd1 Add an abort button for interrupting python scripts during execution 2016-04-06 22:54:16 +02:00
baldurk 019c0db6fe Support .cap files in File -> Open menu and drag & drop 2016-04-02 15:58:17 +02:00
baldurk 009bfb2c74 Where possible apply offs/len knowledge when viewing buffers. Refs #224 2016-04-02 15:39:27 +02:00
baldurk 5869e9c1bf Handle baseVertex as signed, separately from vertexOffset. Refs #228 2016-03-24 18:50:04 +01:00
baldurk 74c1d16b2b Index FB attachments properly with renderpass indices. Refs #200 2016-03-01 19:44:10 +01:00
baldurk 94cf36b991 Add saved logs to recent file list immediately. Refs #197 2016-02-29 19:17:05 +01:00
baldurk bd9768451f Make sure saving logs from connection dialog marks them as saved 2016-02-29 19:16:38 +01:00
baldurk 8333087595 Rename 'since last clear' to 'show whole pass' 2016-02-28 14:05:47 +01:00
baldurk 81ff983fa2 Fix a long-standing silly bug. Vertical and Horizontal were reversed 2016-02-28 11:52:07 +01:00
baldurk 0a42d3e4d7 Rename 'Profile' target in visual studio to 'Development'
* When I went to explain to someone why the target was named Profile and
  not Debug as you might expect, I realised the reasons were entirely
  opaque and historical. So instead, rename it to Development since that
  is really what it's for - any profiling would be done in Release mode.
2016-02-28 11:33:23 +01:00
baldurk df5def2182 Add a "load texture as a buffer view" button. Refs #141
* This isn't a complete fix as the buffer gridview doesn't support 100s
  or 1000s of columns, but it's a start and could be useful in some
  cases.
2016-02-24 00:43:57 +01:00
baldurk 729404b225 Fix potential deadlock accessing ByteOffset on render thread 2016-02-24 00:42:59 +01:00
baldurk 839ee08768 Don't create unnecessary output for non-mesh buffer viewers 2016-02-23 22:24:45 +01:00
baldurk 1f1694af4f Keep pan consistent when switching between integer multiple textures
* Basically for downsample chains and the like, the pixels should now
  exactly line up with each other rather than shifting back and forth.
2016-02-21 16:37:58 +01:00
baldurk 1a05f4fc4a Forcibly refresh UI state after editing a shader or removing an edit 2016-02-21 16:10:46 +01:00
baldurk 49669d676e Identify depth textures by depth format, not just having DSV flag 2016-02-21 15:36:05 +01:00
baldurk bb408e7de4 Update enums on C# to match C++ enums 2016-02-21 15:35:47 +01:00
baldurk 6bff873bf1 Fix incorrect calculation (off by one) when picking pixels & y-flipped 2016-02-19 11:08:36 +01:00
baldurk f15ca1fb15 Always convert paths to full UNC paths. Refs #177
* This avoids ambiguity/possible change between a mapped network drive
  like Z:\ and the UNC path \\hostname\foo\bar\
2016-02-18 15:05:46 +01:00
baldurk 154161e260 Bump version number to 0.28 2016-02-17 13:37:35 +01:00
baldurk d865223879 Update vulkan layer banner on first shown
* Prevents an ordering issue where the --updatedone installation of the
  layer happens after the capture dialog first checks layer registration
2016-02-08 23:10:53 +01:00
baldurk df714b3f47 Make buffer viewer more robust to being closed while fetching data 2016-02-08 21:11:46 +01:00
baldurk 0d768bec64 Do string insensitive compare for 32-bit layer as well 2016-02-07 18:52:15 +01:00
baldurk 87cd6a1d4d Handle Wow6432Node implicit layers key not being present 2016-02-07 18:52:13 +01:00
baldurk 2a4f5c5ac8 Reduce minsize on panels in vulkan pipeline state viewer 2016-02-07 18:52:06 +01:00
baldurk 420f1e7000 Fix display of push constants in the UI 2016-02-07 18:52:05 +01:00
baldurk c698670368 Do comparison with layers in registry case insensitive
* Prevents the warning about layers being mis-registered popping up a
  false positive
2016-02-07 18:52:03 +01:00
baldurk f2090b40a7 Rename constant buffers to uniform buffers on VK pipeline display 2016-02-07 18:51:59 +01:00
baldurk 6655d525d1 Don't enforce max row count for mesh viewer 2016-02-07 18:51:45 +01:00
baldurk 254321fcd1 Quick hacks to show SPIR-V disassembly with hlsl highlighting 2016-02-07 18:51:23 +01:00
baldurk 79c863c21d Make sure to add ALL leftovers after main loop in FakeProfileMarkers 2016-02-07 18:50:56 +01:00
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk 82faf93a27 Fetch and store array stride with each constant block variable 2016-02-07 18:50:27 +01:00