baldurk
33ed86a45b
Print stencil refs and masks as hex in OpenGL. Refs #303
2016-07-22 21:50:44 +02:00
baldurk
fcca358d0c
Handle casting view types for swapchains (non-typeless resource)
2016-07-22 19:18:36 +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
6b32d6a4a2
Fix check for unknown DXGI format
2016-07-21 09:56:53 +02:00
baldurk
4268d8f58f
Remove structure size and redundant 32-bit length field from FetchBuffer
2016-07-10 18:10:02 +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
307cee89fe
Adjust columns in vulkan shader resource UI to make a bit more space
2016-06-24 16:55:24 +02:00
baldurk
377e07374b
Add (semi-experimental) highlight & info for non-trivial resource views
...
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
2016-06-24 16:32:32 +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
d4ff92755a
Display multisample count for MSAA textures in states
2016-06-24 12:14:22 +02:00
baldurk
9826ba6848
For D3D11 use the view's format not the resource's, for typeless formats
2016-06-24 12:11:22 +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
0c3a7200fd
Always view raw buffers as xint
2016-06-23 12:17:59 +02:00
baldurk
f00049bed3
Fixup display&export of byte address and structured (with/no counter)
2016-06-23 12:17:58 +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
ed018f23e8
Add shader edit & replace for vulkan (without source for now)
...
* Currently at least glslang doesn't emit OpSource with source data
embedded, so we don't pull it out and for the moment we just pre-fill
the shader editor with the disassembly text (which is sort of but not
really GLSL) as a better-than-nothing default.
2016-06-09 15:30:31 -07:00
baldurk
d41c9538de
Add support for SPIR-V specialization constants
2016-06-07 11:35:44 -07:00
baldurk
56c8fbc595
Handle purely typed texel buffers with no members
2016-06-01 16:48:22 +02:00
baldurk
6c39971374
Add proper support for immutable samplers. Refs #260
2016-06-01 16:39:18 +02:00
baldurk
054a01c3b0
Check for drawcall potentially being NULL
2016-06-01 11:57:55 +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
3d69ece39a
Display custom glObjectLabel for shaders, programs and pipeline
2016-04-27 23:18:56 +02:00
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
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
171fbcfabd
Fix crashes when loading 'image' logs
2016-04-14 21:05:40 +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
d62ce264b6
Display custom names for input layouts
2016-04-12 22:46:25 +02:00
baldurk
e24f93970d
Add empty marked rows for descriptor sets required by shader but unbound
2016-04-11 20:57:24 +02:00
baldurk
009bfb2c74
Where possible apply offs/len knowledge when viewing buffers. Refs #224
2016-04-02 15:39:27 +02:00
baldurk
74c1d16b2b
Index FB attachments properly with renderpass indices. Refs #200
2016-03-01 19:44:10 +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
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
f2090b40a7
Rename constant buffers to uniform buffers on VK pipeline display
2016-02-07 18:51:59 +01:00
baldurk
2e0ffa7813
Batch update copyright years everywhere
2016-02-07 18:50:45 +01:00
baldurk
e22d62dabd
Add formatting of complex buffers when opening viewer
2016-02-07 18:50:12 +01:00
baldurk
d98a9ef4ae
SPIR-V should fill out read only and read write resources separately
2016-02-07 18:50:10 +01:00
baldurk
85858da14d
Use the right slot number for opening constant buffers
2016-02-07 18:50:09 +01:00
baldurk
8e089a8768
Mark dispatches as drawcalls and fixes for CS pipeline state
2016-02-07 18:50:08 +01:00
baldurk
599a378d9c
Display descriptors by iterating the sets and looking up reflection
...
* This lets disabled/empty sets be displayed more correctly
2016-02-07 18:49:31 +01:00
baldurk
f63dfcfc1f
depthclip != depthclamp
2016-02-07 18:48:38 +01:00
baldurk
795fbcaf8d
Fix some misc bugs
2016-02-07 18:48:35 +01:00
baldurk
521ec84b8b
Add pipeline export to HTML for vulkan
2016-02-07 18:48:08 +01:00
baldurk
b4ebc13c9d
Support push constants display in UI
2016-02-07 18:46:59 +01:00
baldurk
5c309d9d34
Refactor handling of resources/binding to be much more flexible
...
* 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
6051f0c500
Split 'Resources' shader array into readonly/readwrite arrays
...
* This is preparation for a following commit, might not work on its own
(mostly untested - just compiling).
2016-02-07 18:46:39 +01:00