baldurk
30dd13feb8
Pull index byte width and topology out of drawcall state
...
* These are treated as state on most APIs, only GL treats it as a drawcall
parameter.
2021-02-24 13:52:07 +00:00
baldurk
fd14fdbfa8
Add missing column of data to constant buffer array parent
2021-02-22 16:47:21 +00:00
baldurk
218078f75f
Identify stencil-only GL framebuffer attachments correctly
2021-02-15 10:30:37 +00:00
baldurk
9290ed926b
Display VRS state in D3D12 pipeline state viewer
2021-02-10 14:20:46 +00:00
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
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* 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
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* 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
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* 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
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* 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