323 Commits

Author SHA1 Message Date
baldurk 3d9bba65c8 Fix resizing issue with vulkan scissors display 2021-01-19 17:39:12 +00:00
baldurk 924c513d70 Fix cases where empty-range ellision in D3D12 pipeline state breaks
* We can't assume ranges in root signature elements map to shader binding
  arrays, there is a many:many relationship (one range can have multiple
  elements, or only part of an array, one array can have multiple ranges).
2021-01-15 14:57:34 +00:00
baldurk 6d1e37de3a Display bind array index in register name on D3D12 pipeline state 2021-01-15 14:14:50 +00:00
baldurk 026da176bb Update copyright years to 2021 2021-01-13 13:56:10 +00:00
baldurk fd1b051d2c Add helper for selecting sample mask, which varies in location by API 2020-12-18 14:05:54 +00:00
baldurk 7c35bdb174 Omit large ranges of empty resources in arrays in D3D12 pipeline state 2020-12-17 15:20:50 +00:00
baldurk 3aaccc4fda Use rdcfixedarray in parameters for functions instead of C arrays
* This maps better to tuples in python
2020-12-15 22:52:38 +00:00
baldurk 58e16414e0 Add a number of control functions to the Qt python interface 2020-11-20 17:02:33 +00:00
baldurk 1dc1b4d167 Add some profile markers in common hotspots 2020-11-19 14:47:11 +00:00
baldurk 695ffaaf24 When viewing a texture from pipeline state, default to view typecast 2020-10-30 16:28:03 +00:00
baldurk 806187f613 Save and load edited shaders as capture modifications
* When a shader edit is loaded with a capture, it's loaded as "pending" and not
  immediately applied.
2020-10-21 14:14:20 +01:00
baldurk 42c5ab849e Show dynamically unused slots as unused (italic text) on vulkan pipeline 2020-10-16 16:13:30 +01:00
baldurk bf4d68fb03 Account for D3D11 UAV start slot when displaying bindings 2020-10-13 21:31:16 +01:00
baldurk 55c57f7e89 Display stencil values in binary and decimal in tooltips. Closes #2052 2020-10-01 15:56:52 +01:00
baldurk 8ca96aa83a Fix arrays of UBOs not displaying properly in vulkan pipeline state 2020-09-11 16:32:17 +01:00
baldurk 311dcb989b Default to D3D11 pipeline state at the last minute
* If we default to D3D11 at construction time, if we have persist data (very
  likely) and it's for another API then we'll have to destroy the D3D11 viewer
  and recreate the other API's viewer.
2020-09-04 15:02:04 +01:00
baldurk 56f82f6bf1 Optimise UI for large descriptor arrays with few dynamically used binds
* We tune the pipeline state view and texture viewer to only iterate over a
  small list of dynamically used binds in the (vastly more common) case where
  unused binds are not being shown.
2020-09-03 18:09:47 +01:00
baldurk 83f7a26ee9 Query which shader disassembly formats require a pipeline
* This allows us to be a bit more friendly in the UI when we don't have a
  particular pipeline associated with a shader.
2020-09-01 14:03:59 +01:00
baldurk aac929af8f Go back to reporting normalised vertex inputs on GL as SNorm/UNorm
* This is still accurate, what we're missing is "read data as int, then cast to
  float" which is represented by setting 'floatCast' to true. A normalized cast
  or interpret is accurately represented by saying the input is snorm/unorm
  typed.
2020-08-13 10:22:56 +01:00
baldurk d1c9564267 Show float casting and normalising of GL vertex attributes. Closes #2013 2020-08-10 11:19:57 +01:00
baldurk 56f1b8c4e8 Fix size clamp being backwards for D3D12 index buffers 2020-07-21 19:57:09 +01:00
baldurk 7b191861e8 Don't remove replacement when capture is closing
* There's no need, and this can cause races.
2020-07-16 20:39:25 +01:00
baldurk a0b3bffda6 Display slices in texture details in GL pipeline state view 2020-07-12 10:52:10 +01:00
baldurk 9f2fdd6d64 Show view in vulkan pipeline state view when significant 2020-07-06 13:27:10 +01:00
baldurk 3f089b0c92 Don't treat binds with 0 stageMask as completely empty
* We can still highlight them as empty the same as we do for insufficiently
  sized constant buffers, but we should display the proper resource contents.
2020-07-06 13:26:49 +01:00
baldurk 35854957db Add support for VK_EXT_extended_dynamic_state 2020-07-03 15:43:00 +01:00
baldurk ed7d774fd4 Fix crash opening non-buffer-backed unused constant buffers 2020-06-29 13:10:50 +01:00
baldurk ad10f9ac01 Store shader profile in ShaderCompileFlags for D3D 2020-06-19 14:45:44 +01:00
baldurk d4ddb565d0 Add a per-shader debuggable flag to allow finer grained status
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
  will allow us to have the UI work better when encountering shaders with
  unsupported capabilities or extensions.
2020-06-18 17:22:45 +01:00
baldurk 88231cbe41 Disable stages in vulkan pipeline state view if raster discard is on 2020-06-04 16:17:31 +01:00
windog18 d59147ba9d Fixed hlsl cbuffer variable gen bug 2020-06-03 18:40:49 +01:00
baldurk a0a373a8e1 Fix handling of buffer truncation and zero-sized buffers 2020-05-29 17:26:29 +01:00
baldurk 1cd32d3f61 Implement support for VK_EXT_robustness2 2020-05-28 15:54:36 +01:00
baldurk e265a1bfb4 Add support for VK_EXT_inline_uniform_block 2020-05-22 14:03:47 +01:00
baldurk ad86556ceb D3D12CBufTag should refer to reflection-based index, not root sig index 2020-05-19 16:40:11 +01:00
windog18 579dec8b4b Solved cbuffer bind issue 2020-05-15 19:02:41 +01:00
baldurk 90c10ea1fc Handle boolean inputs in vulkan shader parameters
* We change to use VarType instead of CompType for signature parameters which
  allows us to represent different types of variables beyond just
  unsigned/signed integer and float.
2020-05-07 22:46:41 +01:00
baldurk 343944db61 Fix anisotropy being lost when applying bias to sampler 2020-05-06 19:35:50 +01:00
baldurk 2eaeb96799 Add UI to vulkan pipeline state viewer to allow compute debugging 2020-04-29 18:48:50 +01:00
baldurk f2d69e9f9e Fix handling of ResourceMinLODClamp for cubemap textures on D3D12 2020-04-20 11:05:40 +01:00
baldurk 2980742a3a Add wrapper struct TextureSwizzle4 to be more swig-friendly
* Swig doesn't like having fixed C arrays of enums, so wrap it in a struct to
  make it more clear.
2020-04-17 16:53:54 +01:00
Steve Karolewics 1137c4694c Make D3D12Pipe root element centric instead of shader centric
D3D12Pipe now stores an array of root elements, each one corresponding
to a root element or range in the root signature. Migrated usage in the
D3D12 pipeline state viewer and PipeState retrieval of resources.
Restricted number of resource array textures displayed in the texture
viewer to prevent app hangs.
2020-04-08 18:38:38 +01:00
baldurk 9ba81634b4 Improve the title of shader edit windows 2020-04-03 15:19:28 +01:00
baldurk 590785c470 Mark edited resources with an (Edited) suffix on their names 2020-04-03 15:19:28 +01:00
baldurk 936e6372cb Remove use of 3rdparty/ prefix from includes
* We instead always have 3rdparty/ in the relevant include search paths and rely
  on that. Each library still has its own unique base dir within 3rdparty to
  clarify where the include is coming from.
2020-03-11 18:00:53 +00:00
baldurk f23d86fb6b Use shader encoding when saving shaders to disk 2020-03-06 17:56:27 +00:00
baldurk a18716e63d Fix crash if no drawcall is selected when exporting pipeline state 2020-03-05 11:15:48 +00:00
Steve Karolewics dd69f8642a Add APIProperties for debugging and pixel history
Checks to enable debugging and pixel history are gated by the
APIProperties instead of whether the capture is D3D11. Shader
debugging for D3D12 is gated on a config option, which can be enabled
by adding "d3d12ShaderDebugging": "true" to the ConfigSettings
2020-02-12 21:58:33 +00:00
Steve Karolewics 671add4035 Fix shader debugging and pipeline viewer with constant buffer arrays
With SM5.1 and D3D12, constant buffer arrays can be declared which
are treated as an array of resources on the shader side, and a simple
collection of descriptors on the D3D12 side. DXBCDebug::GlobalState
handles the bridge between these by storing each array resource as a
nested ShaderVariable struct. Accessing the data for instructions
traverses the structure similarly. The shader viewer handles nested
resources and displays them in the appropriate tree view. In the
pipeline viewer, descriptors for CB arrays now indicate the array
index and correctly handle buffer offsets for viewing.
2020-02-11 17:10:57 +00:00
baldurk 661ee35f30 Refactor ShaderDebugTrace to not return a single list of complete states
* The ShaderDebugTrace now only sets up the initial state of an opaque
  ShaderDebugger handle.
* This handle can then be passed to a new function - ContinueDebug - to
  iteratively return N more states. The number of states is implementation
  defined and may be a fixed number or it may run for a fixed time.
* The states themselves no longer contain a complete snapshot of all variables,
  but instead only the changed variables for that iteration. The changes are
  stored as before and after value to make it easier to step forwards and
  backwards (only the ShaderDebugState is needed to move forward or backwards,
  you don't have to search back for the last set value of a variable to 'undo' a
  change).
2020-02-06 17:58:42 +00:00