272 Commits

Author SHA1 Message Date
baldurk 806876c540 Add a menu item to do nothing but replay the capture in a tight loop. 2017-07-27 16:14:17 +01:00
baldurk 515c933545 Rename Maths_* and Topology_* to make RENDERDOC_ a consistent prefix
* This will make it easier for a linker script on linux
2017-07-17 15:14:15 +01:00
baldurk 44b74eb813 Refactor global hooking, to bring it into the C++ OS-specific code
* This way it can be used from Qt or any other UI as well.
* The pipes are created internally and just passed as stdin to the
  renderdoccmd processes instead of being named pipes.
2017-07-12 12:41:39 +01:00
baldurk 13bf08a99e Remove disassembly from shader reflection, request it on demand 2017-07-05 16:31:44 +01:00
baldurk bdf2a68c71 Add shader's ID and entry point to the shader reflection struct
* This allows better identification of a shader from its reflection
  bundle. The entry point was already 'optionally' in the debug info
  struct which is no longer a great location for it.
* For APIs where the entry point isn't contractual and it might not be
  listed, instead we just fall back to 'main'. This means that the UI
  or anyone fetching the info can be guaranteed that some sensible entry
  point will be listed.
* Also for the debug info, remove the 'entryFile' index and instead just
  guarantee that as much as possible the entry point will be in the
  first file in the list.
2017-07-05 16:29:26 +01:00
baldurk ec8aa67ed3 Fix mismatching enums between C# and C++. Refs #665 2017-06-20 17:11:21 +01:00
baldurk abcfcfd8a4 Display resolve attachments with other framebuffer outputs in UI 2017-06-16 15:59:39 +01:00
baldurk 6423a82d18 Add support for multiple connected android devices
* We forward a different range of ports to each device so we can pick
  and choose which to communicate with based on its index.
* The index is encoded in the 'hostname' like so: adb:X:deviceidhere
* Whenever we want to interact with an android device we always specify
  the device, never leave it to a default.
2017-06-15 05:28:07 -07:00
baldurk 13e9096f94 Decode JPG capture thumbnails to raw bytes before passing to the UI
* This removes the need to have JPG decode in qt.
2017-06-13 14:56:40 +01:00
baldurk 5986f209e1 Use Formatter::Format for formatting hex numbers 2017-05-15 10:11:55 +01:00
baldurk f415681f65 Expose a function to fetch the debug overlay's texture ID 2017-04-27 15:16:34 +01:00
baldurk 89c3b3bb78 Remove InvocationIndex enum from C# enum, which was forgotten before 2017-04-25 15:59:58 +01:00
baldurk 43eb5072b4 Remove 'magic constant' use of ~0U as invalid/skip/no result.
* In python it's not as quick to get ~0U since ints aren't unsigned or
  fixed size. Adding named constants makes it easier for people to use
  the right values, and C++ users can still pass ~0U.
2017-04-18 14:57:47 +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 fd6fce7a78 Refactor pipeline states to expose opaque string properties as enums.
* Things like addressing modes, stencil operations, and other things the
  UI didn't need to know about previously were only exposed as string
  values to be passed through and displayed.
* Now we describe these with enums so the API can be properly
  introspected and used by consumers that might want to know the actual
  values of these states.
2017-04-18 14:57:40 +01:00
baldurk 42b599ff70 Remove legacy ElementOffset/ElementWidth from D3D11 pipeline state 2017-04-18 14:57:38 +01:00
baldurk b7c755192c Remove no-longer used 'context' member of APIEvent structure 2017-04-18 14:57:35 +01:00
baldurk 4f21c29258 Remove unused firstEvent value, since the first event is always 1 2017-04-18 14:57:34 +01:00
baldurk 36ed9fdc70 Remove unused rawType from SpecialFormat 2017-04-18 14:57:34 +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
baldurk 52483a45c3 Update DirectoryFile C# struct to include added fields 2017-02-20 15:14:22 +00:00
baldurk d0aec2197d Implement GL pipeline state viewer for Qt 2017-01-24 19:02:29 +00:00
baldurk 31c29c3149 Give Vulkan shader stage structs in pipeline state consistent names 2017-01-24 12:12:33 +00:00
Steve Legg 87adee1bf1 Implement multi-instance mesh picking 2017-01-20 16:12:48 +00:00
baldurk a9fb044874 Pass through texture swizzles on FBO attachments and display 2017-01-17 11:02:41 +00:00
baldurk ac47036368 Add an option to hide any markers with only "API Calls" but no draws. 2017-01-09 18:15:45 +00:00
baldurk 030cbfde9a Batch update copyright years everywhere 2017-01-06 12:13:31 +00:00
Michael Vance 366581fb3f Add 'run to sample/load/gather' and 'run to generated inf/nan'.
- ShaderDebugState now carries a 'flags' that can be updated when the interpreter is run. Currently supported flags are 'sample/load/gather insn' or 'insn generated nan/inf'.
- DXBC interpreter now pushes operation type into results for simple intrinsics. This avoids the situation where temp decls are by default uint-typed, and any arithmetic operation on float or double operands would result in a uint shader variable. Other intrinsics are largely correct because they create temporaries with appropriate typed constructors.
- Provide icons for user interface elements, based on the existing 'run to' icons with modifications by myself.
2016-12-29 17:11:55 +00:00
Victor Moya cbb9bd4bff Added new counters and implemented D3D11 Query counters
Added new counter types to support API counters exposed by D3D11/D3D12
Query interface.
Implemented D3D11 Query counters in the D3D11 replay driver.
2016-12-12 16:17:50 +00:00
baldurk 2f14e2ac70 make displayAsHex a real member of ShaderVariable, for use in qrenderdoc 2016-11-25 14:15:56 +01:00
baldurk f30eed0dcf Fix typo in type names 2016-11-24 19:46:59 +01:00
baldurk 5a5c576a33 Allow TGA and PNG to discard/flatten alpha as desired. Refs #407
* DDS will always save the format entirely literally, and the float
  formats do not support alpha processing currently.
* TGA and PNG will either discard the alpha and write entirely opaque,
  or they'll include it in the file. Blending to colour or checkerboard
  is not supported.
2016-11-02 23:39:35 +01:00
baldurk 567a236034 Allow using hex formatting strings for custom constant buffer layouts 2016-11-02 23:39:35 +01:00
baldurk 5286f950ff Add processing to different formats and max size while fetching thumb 2016-11-02 23:39:35 +01:00
Michael Rennie bcb9914665 Start remoteserver and captured packages by adb commands in native code.
Use adb to enumerate installed 3rd party packages in capture dialog.
Cleaned up all the "adb:" strcmp's.
2016-11-02 16:10:29 +01:00
Michael Rennie 8899cb8e73 If adb path is set, use adb devices to enumerate Android devices.
Process::LaunchProcess() optionally returns the child's stdout & stderr.
Added carriage return to string trim().
2016-11-02 16:10:29 +01:00
baldurk f368a65843 Add easy support for self-hosted captures on windows only
* By renaming the renderdoc and renderdoccmd projects to something else
  (say 'selfhost' and 'selfhostcmd') then they can be used to capture
  renderdocui and the replaying that's happening.
* Only supported on development builds and might break down, but it's
  handy to have as an easy to enable option.
* There's also a couple of handy python functions exposed -
  renderdoc.StaticExports.StartSelfHostCapture(string dllname)
  renderdoc.StaticExports.EndSelfHostCapture(string dllname)
  which can be used to start and stop the capture around e.g. a shader
  debug operation or a pixel history operation or something similar.
2016-10-25 19:50:04 +02:00
baldurk 6060bb9fcb Fix indirect enum order 2016-10-21 21:44:24 +02:00
baldurk 459619ff0c Don't try to access file on local disk in statistics. Refs #400 2016-10-19 19:12:41 +02:00
baldurk cf5bf6f166 Track buffer usage as Indirect parameter buffer 2016-10-18 15:31:43 +02:00
baldurk 4253094557 Track resource event usage 2016-10-18 15:31:41 +02:00
baldurk 1f610a8b31 Treat D3D11 and D3D12 the same around the UI (for naming things, etc) 2016-10-18 10:38:53 +02:00
baldurk 820b343ef3 Remove redundant numSubresources struct member that was just mips*slices 2016-10-14 16:19:15 +02:00
baldurk c37ee2bb03 Display table index for root sig elements 2016-10-14 09:58:15 +02:00
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 9ee4653a7a Add triangle size overlay, showing heatmap of triangles < 4x4 in area 2016-10-02 20:04:43 +02:00
baldurk 9f4a60028e Handle injecting environment variable params
* This also fixes the problem of capturing 32-bit programs with 64-bit
  RenderDoc failing to properly insert environment variables and
  error'ing when it tries to do it directly.
2016-09-28 17:55:45 +02:00
baldurk bfcfcd37b5 Make sure DSVs show up with their view parameters properly. 2016-09-28 15:51:54 +02:00
baldurk 06e6677616 Divide up register spaces by shader stage (namespacing same as DX11) 2016-09-23 11:41:16 +02:00
baldurk 5951ed723b Pass resource state data per-resource through for D3D12 2016-09-22 17:05:28 +02:00