35 Commits

Author SHA1 Message Date
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 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
baldurk 2f14e2ac70 make displayAsHex a real member of ShaderVariable, for use in qrenderdoc 2016-11-25 14:15:56 +01:00
baldurk 567a236034 Allow using hex formatting strings for custom constant buffer layouts 2016-11-02 23:39:35 +01:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00
baldurk fb418f883e Add a button to pipeline state view to save shader raw contents to file
* The exact contents depend on the API - on D3D11 this is the bytecode
  blob, on Vulkan it's the SPIR-V. On OpenGL it is just a concatenation
  of all the source files passed in sequence.
2016-08-30 16:43:52 +02:00
baldurk f492ddab27 Add missing handling of uscaled and sscaled formats 2016-07-21 16:06:10 +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 6403b5a6d6 Use full pathnames for files, so we don't have duplicate keys in dict 2016-06-21 13:35:21 +02:00
baldurk d41c9538de Add support for SPIR-V specialization constants 2016-06-07 11:35:44 -07:00
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 183919853f Proper null checks in C# operator == 2016-02-07 18:49:30 +01:00
baldurk 4f784b07d5 Handle array outputs in SPIR-V, add array index to signature parameter 2016-02-07 18:47:36 +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
baldurk a012652049 Handle arrays of objects in shaders 2016-02-07 18:46:32 +01:00
baldurk 8832573dbb Expose SPIR-V reflection data to UI 2016-02-07 18:41:45 +01:00
baldurk 8ca621a649 Handle invalid characters in shader filename paths everywhere 2015-07-25 10:33:52 +02:00
baldurk ddd432f678 Add warning if dispatch has 0 dimension, and bounds-check on debugging 2015-07-09 20:42:34 +02:00
baldurk 5a03794a5a Consistently treat file containing entry point as the 'main' file
* This fixes shader editing when the entry point file wasn't the first
  in the list.
* Might need better detection of the main file than just searching for
  the entry point substring - could produce false positives in other
  files in a comment or #define or something similar?
2015-06-26 01:13:48 +02:00
baldurk de6d93c47f Improve GL shader reflection to include Atomic bufs, SSBOs and images 2015-01-19 02:04:08 +00:00
baldurk 1096308755 Show generic vtx in attributes, and show attribute names from VS 2015-01-15 23:16:55 +00:00
baldurk 52476118de Support doubles in shader vars natively, not packed in 2*uint32 each 2014-12-02 00:16:12 +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 f4de6993bc Fix double support in FormatElement & custom Buffer/CBuffer views 2014-09-17 18:51:00 +01:00
baldurk bda68c8ba6 CBuffer window is a dialog now, with ability to set custom layout 2014-09-13 18:48:39 +01:00
baldurk 475c0dab7c Improve type display in constant buffer previewer 2014-09-13 18:48:37 +01:00
baldurk 7ab9815aaf Introduce a bindpoint mapping as part of the pipeline state
* For APIs where the shader namespace/bindpoint (which may be arbitrary
  like 'the Nth texture resource' can be mapped, at each event, to the
  actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
  uniform.
* This also means GL shader reflection structures are properly immutable
  and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
  methods, where the mapping returns the resource rather than just mapping
  to an integer bind ponit.
2014-08-13 15:56:55 +01:00
baldurk b695ba2070 Pass indexable temps through and display in UI. Closes #73
* The storage is rather wasteful (once per state), but the temp registers
  are mutable so could be changed from state to state.
2014-08-03 14:28:27 +01:00
Baldur Karlsson b26b816d81 Implement FillCBufferVariables for buffer-backed UBOs 2014-07-29 14:07:56 +01:00
baldurk 7799f107f8 Can only have up to 2 double components in a vector 2014-07-04 22:51:05 +01:00
baldurk c38affcded Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
2014-05-02 08:33:01 +01:00