54 Commits

Author SHA1 Message Date
baldurk f415681f65 Expose a function to fetch the debug overlay's texture ID 2017-04-27 15:16:34 +01:00
baldurk f6c045f473 Refactor public interface to be less strict C and more python friendly
* Generally this means removing ref out parameters and instead returning
  values. In a couple of cases we will want to avoid copies in future
  either by returning const references (e.g. to the pipeline state which
  is immutable).
* At the same time, some pointless bool return values that were always
  true and didn't indicate errors have been removed. They can be added
  again if an error condition comes back.
* Some free functions still have out parameters as C linkage doesn't
  allow returning user types by value.
* The C# UI still invokes into C wrappers for all the C++ classes, which
  handle taking the return value and doing a copy into an out parameter
  still for compatibility.
2017-04-18 14:57:46 +01:00
baldurk d40fc8471d Change API enums to enum class, remove now redundant prefixing
* This gives a little nicer syntax, a bit better type safety, and also
  reflects better for SWIG bindings. Overall it's a minor change but
  better.
* We don't update the C# UI at all, since it's soon to be removed and
  not worth the effort/code churn.
* For now so we're ABI compatible with C#, all enums are uint32_t, but
  that is an obvious optimisation in future to reduce struct packing.
* We avoid 'None' as an enum value, because it's a reserved word in
  python so will cause problems generating bindings.
2017-04-18 14:57:33 +01:00
Steve Legg 87adee1bf1 Implement multi-instance mesh picking 2017-01-20 16:12:48 +00:00
baldurk 030cbfde9a Batch update copyright years everywhere 2017-01-06 12:13:31 +00:00
baldurk 0f4d43cd37 Make minmax/histogram aware of custom shaders. Refs #385
* This moves those functions relative to an output instead of the
  renderer, so they pick up the settings etc from the output
  configuration.
2016-10-04 19:54:30 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk 6521a6b782 [Coverity] Fix some null checks 2016-09-14 18:28:53 +02:00
baldurk e88722f000 [Coverity] String.Replace is not in-place but returns a new string 2016-09-14 18:28:52 +02:00
baldurk b36475cf9c Remove now-unused functionality, context filter and deferred events 2016-09-05 17:55:12 +02:00
baldurk a35c88e577 Close some minor UX holes when live-connected but without replay context
* If there's no replay context we can still use the live connection to
  copy and delete captures remotely. Try to use that whenever possible
  and warn the user when it's not possible (i.e if the program has been
  closed and there's no replay context, we have no way to access the
  files anymore).
* If the user tries to open a remote log without a replay context,
  prompt them either to swithc to a replay context on that host or to
  save the log locally.
2016-08-30 11:55:36 +02:00
baldurk f8bbedeb8b Ping the connected host regularly and check other hosts at lower freq.
* This lets us detect when a remote server has been disconnected and
  needs to be restarted, as well as alerting the user if this happens in
  the middle of a replay session.
* Pinging other hosts means the context switcher is reasonably up to
  date if one of them comes up.
2016-08-23 15:21:52 +02:00
baldurk b5e6f8bef2 Allow specifying environment variable modifications
* This works for local and remote invocations of programs, but is mostly
  useful on unix systems (Windows programs use env vars less often)
2016-08-19 17:26:33 +02:00
baldurk aebed0e900 Expose directory listing functions to C# 2016-08-19 17:26:28 +02:00
baldurk 87c978f71a Add functionality to copy captures to the remote server for replaying 2016-08-19 17:26:25 +02:00
baldurk d63e3b89ad Add support for copying files back from remote server 2016-08-19 17:26:24 +02:00
baldurk 8a5d300e78 Use custom exception for replay creation failures 2016-08-19 17:26:18 +02:00
baldurk 84baa6d752 Partially implemented support for capturing & opening logs in a context 2016-08-19 17:26:12 +02:00
baldurk 724fef7bb6 Don't specify logfile for remote triggered captures 2016-08-19 17:26:11 +02:00
baldurk 8bd25559a4 Add function to shutdown remote server over connection 2016-08-19 17:26:06 +02:00
baldurk a4b9023df5 Update C# side P/Invoke interop 2016-08-19 17:26:05 +02:00
baldurk 4e450dbfcc Rename RemoteRenderer to RemoteServer 2016-08-19 12:23:19 +02:00
baldurk 481a28dc29 Rename RemoteAccess to TargetControl to better disambiguate RemoteServer 2016-08-19 12:23:19 +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 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 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 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 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 1a05f4fc4a Forcibly refresh UI state after editing a shader or removing an edit 2016-02-21 16:10:46 +01:00
baldurk 2e0ffa7813 Batch update copyright years everywhere 2016-02-07 18:50:45 +01:00
baldurk 251a9773c2 remove min/max event IDs from FetchCounters - always times whole frame 2016-02-07 18:49:47 +01:00
baldurk a995ee66e2 Change handling of shaders and entry points so they're not aliased 2016-02-07 18:49:03 +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 4fe74824b1 Switch buffer offsets and lengths to 64-bit, downcast only where needed 2016-02-07 18:45:06 +01:00
baldurk edac1f0bfd Pass vulkan pipeline state along to UI 2016-02-07 18:41:29 +01:00
baldurk c8a6d0dbb7 If displaying via a custom shader when saving texture, save that output 2015-11-18 22:30:47 +01:00
baldurk 0933d96fc9 Add FileChanged notification, use to reload data in image viewer
* Things will get weird if the image changes drastically like in format
  or dimension.
2015-07-15 22:06:33 +02:00
baldurk ea4350f52f Expose C++ interface via API headers, for C++ UI
* Since the exported C functions just take an explicit 'this' parameter
  and call the corresponding function, we can just make it contractual
  via a virtual interface that the pointer can be dereferenced.
2015-07-10 16:38:27 +02:00
baldurk dd9aff3890 Implement right click to pick vertices in the mesh viewer. Refs #139 2015-07-07 10:02:36 +02:00
baldurk 7277d5d76e Support pixel history over a specific mip/array slice only 2015-07-06 17:18:19 +02:00
baldurk 6cc506f7fd Expose GetTextureData function to user code (no resolving/downcasting) 2015-02-11 15:25:44 +00:00
baldurk b7f9d5b6d0 Generalise drawcall timing to get arbitrary sets of counter values
* Client code can enumerate the IDs of counters that are supported -
  some of these will be general, some will be IHV specific. It can also
  request descriptions of the counters to determine the type of data or
  units. This can be used to 'discover' counters that aren't hard
  coded into renderdoc. I'll want to at least reserve IHV ranges so that
  counter IDs are globally unique, and ideally IHV counters will also be
  predeclared where possible.
* Also the refactor removes some ugly rdctype::array use outside of the
  replay layer and replaces it just with std::vector, which is a nice
  bonus.
2015-01-28 21:15:19 +00:00
baldurk a703dc54d0 Fix instancing support for post-vs mesh views on D3D11 and GL
* We stream-out or transform feedback the whole instanced draw at once,
  producing a buffer containing all N instances in one. Then when the
  client requests postvs data, an offset into the buffer is calculated
  (in 1/N chunks) and carried through everywhere.
* Since we were using the offset to indicate where the system position
  output lay for since-last-clear auto drawing of meshes, we rearrange
  the output attribute order so system position is always first in the
  list.
* Also since-last-clear now doesn't include the current event, but does
  include any previous instances before the current instance.
2015-01-28 02:21:14 +00:00
baldurk 92e830b801 Return Post VS mesh data just with buffer ID & description
* This will allow shifting to RenderMesh being run locally just by
  the UI specifying the buffer and simple vertex specification, rather
  than by relying on any local log properties (or replaying the log).
* The reasoning behind this change is that it becomes much simpler to
  implement, rather than having to modify the draw to do what we want,
  we just do an entirely custom draw based on a few properties - similar
  to the texture rendering. This will help e.g. for writing a GL
  implementation.
* The second benefit is that we can just transfer the buffer contents
  across the network when replaying remotely, so mesh rendering can be
  implemented even for remote replay - the last unimplemented feature.
* It could also be used similar to the image viewer in future, to
  display mesh files.
2015-01-24 22:06:45 +00:00
baldurk 04f1d4a378 Centralise debug message processing, and allow adding custom warnings
* This will allow the adding of things like 'redundant api call' for calls
  that have no effect, as well as potential problems like drawing with an
  empty viewport, or similar things that are common problems. Reading out-
  of-bounds on buffers etc is a good example of 'defined' behaviour that
  is probably not desired.
* These heuristics could also identify potential performance problems.
* It also supports adding debug messages after log-load time, so you could
  do an additional extra-strength pass, or do a detailed check of one
  draw call (e.g. a broken draw, to try and figure out the problem). If
  there are any unread debug messages, the status bar will flash and the
  debug messages window will show a count as (N).
2015-01-11 00:20:50 +00:00
baldurk 2484bc8bc7 Use UTF-8 everywhere possible and only use wchar_t where required.
* This means that all APIs pass byte string types. ALL strings everywhere
  in the entire codebase must be assumed to be and treated as UTF-8 content
  not ASCII.
* Gets rid of all the horrible %hs specifiers that caused warnings on
  linux! Hooray.
* We convert to wide strings, or use wide characters, only when necessary
  to use the Win32 API. Some windows specific code will stay in wide chars
  just for convenience.
* Files are already serialised as UTF-8 strings for linux/windows binary
  compatibility, so this change doesn't break backwards compatibility.
2014-11-23 14:45:16 +00:00
baldurk a0d6d771f2 Pass through child processes via remote access to UI. Refs #78 2014-09-28 13:58:18 +01:00
baldurk 499e3b7c9f pass through sample index to pixel history 2014-09-26 22:00:58 +01:00
baldurk 0261095de6 Add selection of primitive to pixel debug from pixel history
* This means when multiple fragments are writing to a pixel you can choose
  precisely the one you want to debug, rather than the debugging always
  running the approximately last fragment to pass
2014-09-25 10:49:01 +01:00
baldurk 326ca2ebe8 Move SaveTexture logic to replay layer
* Expand the abilities of the GetTextureData in replay drivers
  to be able to resolve samples and render down to RGBA8 unorm
  for file export to other programs.
* Greatly improve the ability to save textures - in theory any
  texture format/type/dimension/etc should now be mappable in
  sensible & useful ways to output formats.
2014-09-16 01:25:13 +01:00