186 Commits

Author SHA1 Message Date
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 ebb889a7ee Report supported windowing systems from replay, and choose which to use
* This is primarily for vulkan, which supports either xlib or xcb (and
  not necessarily both). GL still only supports xlib, windows and
  android only support one system regardless of API.
* This should also support xlib again for fetching keystates etc.
2016-07-22 18:23:30 +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 f492ddab27 Add missing handling of uscaled and sscaled formats 2016-07-21 16:06:10 +02:00
baldurk 7923ad15a8 Fix exponential float formatter to properly use min/max figures
* Previously it was treating maxfigures as the required length of the
  fractional part, so you'd get a lot of pointless 0s. it should be the
  number of significant figures, so we pretty much reuse the non-exp
  formatter.
2016-07-21 13:58:21 +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 73dc89f25a Allow specifying a listen interface and port, for remote replaying 2016-07-12 17:39:22 +02:00
baldurk 982273bbd3 Detect and show sample mask failures in pixel history. Refs #296 2016-07-11 12:32:49 +02:00
baldurk 9ab17f359f Name depth as depth/stencil to account for DS or stencil-as-uint views 2016-07-11 11:55:25 +02:00
baldurk 6608a965ed Fix sRGB handling on clear colours 2016-07-10 18:10:06 +02:00
baldurk 4268d8f58f Remove structure size and redundant 32-bit length field from FetchBuffer 2016-07-10 18:10:02 +02:00
baldurk edbd1ce89b Pass through view format as a type hint to texture display/sampling
* This is only applicable really on D3D11 where the underlying texture
  can be typeless, and a default interpretation as unorm/float won't
  necessarily how the texture is actually being used.
2016-06-27 12:10:21 +02:00
baldurk 3f4ec852ba Pass through image layouts for vulkan and display in tooltips. Refs #199
* Semi experimental for now - I'm not convinced that having a tooltip
  for every image element is the best UI. It will need some iteration.
2016-06-24 17:54:41 +02:00
baldurk 27bbbc39a4 Pass through number of mips/layers in Vulkan image views 2016-06-24 16:31:04 +02:00
baldurk 005a9ee226 Display swizzles on image views in vulkan pipeline view 2016-06-24 13:09:06 +02:00
baldurk f35a4c6b6b Use view format instead of resource format for Vulkan
* Since the Vulkan views are tighter and more strictly specified, we can
  always safely use the view format (in the non-mutable case it must
  exactly match the underlying resource's format).
2016-06-24 12:34:11 +02:00
baldurk a8457b56f6 Display required bytes of constant buffer if it differs from buffer size 2016-06-23 16:20:37 +02:00
baldurk f00049bed3 Fixup display&export of byte address and structured (with/no counter) 2016-06-23 12:17:58 +02:00
baldurk 494627c299 Display image barriers in texture usage dropdown and timeline bar 2016-06-22 19:04:08 +02:00
baldurk 5864c11fa2 Add support for D3D11.3 and D3D11.4 (minor). Refs #235. Refs #145
* Only one major piece of functionality is unimplemented and stubbed out
  - WriteToSubresource and ReadFromSubresource in concert with passing
  a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
2016-06-21 21:08:26 +02:00
baldurk 6403b5a6d6 Use full pathnames for files, so we don't have duplicate keys in dict 2016-06-21 13:35:21 +02:00
baldurk 7884b0e825 Add HTML pipeline export for GL, and minor tweaks on Vulkan/D3D11 2016-06-09 17:37:16 -07:00
baldurk d41c9538de Add support for SPIR-V specialization constants 2016-06-07 11:35:44 -07:00
baldurk 947f7decb2 Add 'show all instances' mode, and make colours consistent. Closes #248 2016-06-03 17:34:26 +02:00
baldurk 6c39971374 Add proper support for immutable samplers. Refs #260 2016-06-01 16:39:18 +02:00
baldurk 094e79dee2 Greatly speed up 'attach to running instance' dialog in the 99% case
* 99% of the time, you'll only have localhost and the application will
  be running on the first ident checked which will return a valid socket
  almost immediately.
* Instead of continuing to search through each valid port before
  returning valid data, we change the enumerate function to just find
  the next valid port and return - so we can update the UI as soon as
  we have the first result.
2016-06-01 11:31:57 +02:00
baldurk ab84b84ba4 Add bullet-proofing to GetTextureData/GetBufferData
* So that it won't crash on invalid input but will just return empty
  data.
2016-06-01 10:44:44 +02:00
baldurk 54106a2108 Pass through marker colours to UI 2016-05-27 19:28:58 +02:00
baldurk 1914a8a029 For APIs with proper separate sampler objects use debug names. Refs #273 2016-05-26 23:51:09 +02:00
baldurk 69705d9e99 Detect and report version mismatches to the user between core & UI 2016-05-19 20:45:13 +02:00
baldurk 4b7e068703 Rename 'create debug device' capture option to 'API validation'
* More appropriate for non-D3D11 APIs and will cause less confusion.
2016-05-17 21:16:17 +02:00
baldurk 91afc2b391 Add a way for UI to pass arbitrary settings strings into the core module 2016-05-10 22:35:48 +02:00
baldurk 3d69ece39a Display custom glObjectLabel for shaders, programs and pipeline 2016-04-27 23:18:56 +02:00
Michael Vance 04936f08a9 Add additional sections of API covered in statistics.
Notes
======
- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.

TODO
======
- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.
2016-04-25 13:08:17 -04:00
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 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 5869e9c1bf Handle baseVertex as signed, separately from vertexOffset. Refs #228 2016-03-24 18:50:04 +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 bb408e7de4 Update enums on C# to match C++ enums 2016-02-21 15:35:47 +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
baldurk 2107b2fe55 Handle push/pop markers when inserting via queuesubmit
* This allows push/pop regions to cross command buffers, as long as they
  are submitted in the right order etc.
2016-02-07 18:50:14 +01:00
baldurk 5b2806f573 Add check for vulkan 2016-02-07 18:50:13 +01:00
baldurk c8436d3646 Implement resource usage tracking 2016-02-07 18:50:05 +01:00
baldurk 251a9773c2 remove min/max event IDs from FetchCounters - always times whole frame 2016-02-07 18:49:47 +01:00
baldurk 459196fd21 Shift responsibility for 'whole pass' type processing to replay drivers
* Note, currently broken as the drivers don't have previous/next EIDs
  set up on their drawcalls
2016-02-07 18:49:36 +01:00