baldurk
53f53dd1c2
Don't add mesh viewer to log viewer list twice
2016-07-30 12:42:19 +02:00
Dr. Chat
85f4e724d7
Properly unpack double -> float in min/max calculations.
2016-07-25 17:52:56 -05:00
baldurk
b91518a2aa
Prevent a crash when reloading layout, if bufferviewer is destroyed
2016-07-25 18:27:20 +02:00
baldurk
132bef38af
Calculate bytesize properly for packed formats in mesh viewer
2016-07-25 18:27:13 +02:00
baldurk
77fe1314e2
Properly interpret format elements when calculating mesh bounding box
...
* This fixes mesh display of e.g. SNORM components
2016-07-25 18:27:12 +02:00
baldurk
0ebf99f0b4
Avoid exception seeking to invalid row in mesh viewer
...
* This happened when jumping to a primitive from pixel history if the
views were synced.
2016-07-25 13:01:37 +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
5958e7cc24
Calculate max formatted float size given current settings as col width
...
* The default (and previous) width of 100 is a little larger than the
calculation ends up being for default float formatting values.
2016-07-21 14:01:15 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +02:00
baldurk
04d1668bd7
Add layout persistence to buffer viewer
2016-06-22 12:39:34 +01:00
baldurk
947f7decb2
Add 'show all instances' mode, and make colours consistent. Closes #248
2016-06-03 17:34:26 +02:00
baldurk
9c15dfc6c9
[Coverity] Don't dereference draw if it may be null
2016-05-13 23:46:44 +02:00
baldurk
274dbcd4ef
Remove unnecessary double-calls of OnLogfileLoaded(). Refs #267
2016-05-04 21:52:31 +02:00
baldurk
14781e4287
Handle invalid vulkan vertex input setup, and display better in pipeview
2016-04-17 17:50:45 +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
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
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
df714b3f47
Make buffer viewer more robust to being closed while fetching data
2016-02-08 21:11:46 +01:00
baldurk
6655d525d1
Don't enforce max row count for mesh viewer
2016-02-07 18:51:45 +01:00
baldurk
2e0ffa7813
Batch update copyright years everywhere
2016-02-07 18:50:45 +01:00
baldurk
794065eedb
Crash fix
2016-02-07 18:49:43 +01:00
baldurk
7aca368cc7
Fix resourceformat check (was 'working' before because null != null)
2016-02-07 18:49:39 +01:00
baldurk
a3bf43c852
Tweak cell header merging in buffer viewer to merge all columns
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* There's some kind of flickering/lag that goes on when you horizontally
scroll but it's minor and I can't figure out how to fix it for now.
2016-02-07 18:49:32 +01:00
baldurk
c06aeebd3a
Crash fix for non-indexed meshes
2016-02-07 18:48:00 +01:00
baldurk
48a03ae21f
Only fetch the PostVS data needed for this draw, not the whole buffer
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* For instanced draws where there are many instance and each instance is
a lot, this saves fetching a *ton* of redundant data.
2016-02-07 18:47:45 +01:00
baldurk
793d2690c4
Be more aggressive with null'ing/disposing old data, to garbage collect
2016-02-07 18:47:44 +01:00
baldurk
0b61607cc7
When loading a log, default back to buffer view showing VSIn
2016-02-07 18:47:35 +01:00
baldurk
bd5a6752e2
Use viewport for guessing aspect ratio, not dimensions of depth/colour
2016-02-07 18:47:33 +01:00
baldurk
101d780956
Handle post-vs data being padded/aligned instead of tightly packed
2016-02-07 18:47:33 +01:00
baldurk
8818de4524
Use vertex stride from PostVS data if we're reading it
2016-02-07 18:47:32 +01:00
baldurk
5c309d9d34
Refactor handling of resources/binding to be much more flexible
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* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
2016-02-07 18:46:40 +01:00
baldurk
ba8114936e
Render mesh displays as 4x MSAA to make the line rendering a bit nicer
2016-02-07 18:46:23 +01:00
baldurk
879df25850
Implement mesh rendering (wireframe and solid)
2016-02-07 18:46:10 +01:00
baldurk
36d2ffd988
Handle super small buffers in buffer viewer without displaying nothing
2016-02-07 18:45:14 +01:00
baldurk
4fe74824b1
Switch buffer offsets and lengths to 64-bit, downcast only where needed
2016-02-07 18:45:06 +01:00
baldurk
8eddd387d7
Add vulkan pipeline state viewer based on D3D11 viewer
2016-02-07 18:41:35 +01:00
baldurk
8b7a025853
Refactor BGRA formats to not be special (so allow any BGRA format)
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* Also add ASTC and D16S8 types while in the neighbourhood
2015-11-29 22:05:26 +01:00
baldurk
00ba48ef4c
default to VS IN as primary, instead of just bailing
2015-11-18 22:30:46 +01:00
baldurk
e441bff833
Display NaNs correctly in buffer viewer cells
2015-11-18 22:28:47 +01:00
baldurk
10c461d7d3
In mesh viewer, vertex picking and enabling sync will sync up the views
2015-11-12 09:40:41 +01:00
baldurk
1b99bb3dfc
Add warning and clip display if a buffer will be too large
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* E.g. if a huge buffer is displayed as just floats, there could be
100s of millions of rows. Instead, we clip to 200,000 (anecdotally
where things start getting a bit laggy on the control), and allow
advancing through sections of the buffer at a time.
2015-10-10 10:56:53 +02:00
baldurk
d16a8024d5
Make sure we have some fallback for locating position element. Refs #149
...
* If no position element is selected at all that's really confusing, so
worst case we just pick the first attribute.
* Making it intuitive/obvious that you can change which attribute is
displayed as mesh - that's a different problem.
2015-09-12 17:30:35 +02:00
baldurk
726a937312
Check against gridview being disposed (from crash report)
2015-08-24 20:06:01 +02:00
baldurk
2967a8a5ce
Catch overflow exception handling bounding box
2015-07-24 00:16:45 +02:00
baldurk
43bc6f836f
Tidy up which controls can be used at which stage (tess on or off)
2015-07-15 21:37:59 +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
f6527107dc
Add try {} catch to handle exceptions thrown from IO operations
2015-07-07 19:06:31 +02:00
baldurk
4c988e9e3a
Better arcball controls in the mesh viewer
...
* Tweaked flycam a bit too, but not much.
* Refactored the API/C# side camera classes to avoid exposing a ton of
stuff just to do relative rotations in the arcball via quaternions.
2015-07-07 15:38:00 +02:00