baldurk
a490606012
Handle D3D12 CreateConstantBufferView with a NULL desc
v1.15
2021-07-28 14:01:13 +01:00
baldurk
a516c2d483
Disable view instancing on D3D12 for postvs
...
* It's unclear if this is supposed to be legal or not, and if it is legal then
how the output is arranged.
2021-07-28 13:02:19 +01:00
baldurk
210f391901
Mark parameters in internal chunks as unimportant
...
* This prevents overly-inlining in the event browser.
* Also ensure internal chunks are prefixed with Internal:: consistently.
2021-07-28 11:37:14 +01:00
baldurk
faebd8b3c7
Fix old breadcrumbs persisting into new captures
2021-07-28 11:37:14 +01:00
baldurk
88d005d945
Update python examples to work with latest code
2021-07-28 11:37:14 +01:00
baldurk
97a83f4dc4
Fix a crash with action durations if there are fake markers added
2021-07-28 11:37:14 +01:00
baldurk
4bb3286d05
Reset action timings when eventbrowser model is reset
2021-07-28 11:37:14 +01:00
baldurk
514f05876f
Mark D3D12 shader feedback as non-experimental
2021-07-28 11:37:14 +01:00
baldurk
63e5448275
Fix naming of resource usage on GL/Vulkan
2021-07-28 11:37:14 +01:00
baldurk
50219acaf9
Fix crash when tests are run on linux
2021-07-28 11:37:14 +01:00
baldurk
08b0a1d7ea
Fix use-after-free on temporary vector
2021-07-28 11:37:13 +01:00
baldurk
d0acc2a349
Fix display of typed buffers in D3D pipeline state viewer
2021-07-28 11:37:13 +01:00
baldurk
d2a03c6e06
Fix filling in missing components on typed buffer loads
2021-07-28 11:37:13 +01:00
Jake Turner
076b2827c6
Fixed unused variable warnings when compiling with VS 2022 compiler
...
Debug & Release builds for renderdoc.sln and demos.sln
2021-07-28 11:06:53 +01:00
baldurk
03648a9580
Serialise out empty map writes. Closes #2323
2021-07-23 13:18:51 +01:00
baldurk
34a65857b1
Use custom sort on shader messages for location/workgroup
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* The default sorting is purely text based so 1,0,0 is followed by 10,0,0 not
2,0,0. We customise the sort so it does the right thing per-column.
2021-07-23 12:01:41 +01:00
baldurk
58afe63fe6
Fix export of shader messages from compute dispatches. Closes #2324
2021-07-23 11:48:07 +01:00
baldurk
4c4b0c58ec
Fix 0-based line numbers in shader viewer find results
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* Scintilla lines are numbered from 0 but for user display we want to be
1-based.
2021-07-22 11:57:12 +01:00
baldurk
bef75ce7fa
Add export options and multi-select to shader msg viewer. Closes #2321
2021-07-22 11:41:20 +01:00
baldurk
f06171f733
When copy-pasting from a treeview, trim each line individually
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* This helps with views that have icon-only columns at the start or end, which
would generate unnecessary whitespace when copying multiple lines.
2021-07-22 11:08:28 +01:00
baldurk
92efebd5f0
Fix some errors from unhandled PDB data
2021-07-21 15:55:08 +01:00
baldurk
0d0ed26fb0
Handle 0xFFFFFFFF as a component in OpVectorShuffle
2021-07-21 14:22:57 +01:00
baldurk
121c1ce067
Don't run shader feedback if there's no root signature bound
2021-07-21 14:17:15 +01:00
baldurk
d6e51d0fb6
Check the D3D12 DLL can be loaded before using it
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* It looks like some versions of the D3D12 DLL can't be loaded on all versions
of windows (they require entry points and/or DLLs that don't exist).
2021-07-21 14:17:06 +01:00
baldurk
2e1b49dd14
Remove signature check of d3d12sdklayers.dll as it's not always signed
2021-07-21 14:16:10 +01:00
baldurk
124d0e71b6
Implement more flexible step/run options. Closes #2276 Closes #2312
...
* We split stepping for source debugging into step over/into/out depending on
how it handles function calls. Step Into is the same behaviour as before - it
steps to the next source line executed regardless of if it's inside a function
call. Step Over is similar but will not enter function calls. We define that
as the callstack growing (so staying the same or shrinking - returning from a
function - is OK), and this is as accurate as the underlying debug
information. Step Out will run until the callstack shrinks, i.e. returning
from a function.
* This is a slight behaviour change of keyboard shortcuts - F10 was effectively
doing step into and will now step over. F11 will step into which is the old
behaviour.
* All these variants have backwards versions, and to remain consistent we keep
the shift modifier as forwards/backwards. This differs from visal studio where
step out is shift-F10.
* The seems like the best balance - using any other variant would likely confuse
muscle memory of anyone used to visual studio (where these shortcuts are
intended to mimick), if only because F10 would be step into whether or not F11
is used for step over or some other key which would likely be even more
confusing either way. Trying to twist to use Shift-F10 for step out would be
inconsistent with the other backwards running operations and likely cause more
confusion than it saves in matching VS's shortcuts exactly. Also an accidental
Shift-F10 is not too destructive, the user can realise it didn't Step Out
forwards, and press Ctrl-F10 or look up the button.
* The hope is that most likely people doing source debugging and familiar with
these keys expect F10 to step over, so the previous behaviour was unexpected
but easy to work around, and that changing the meaning of the key won't
disrupt them. Or at least the disruption is less than other alternatives.
2021-07-21 13:39:26 +01:00
baldurk
5d78cc9334
Update toolwindowmanager to dcb8d74
2021-07-20 18:19:50 +01:00
baldurk
71bbc53759
Implement double clicking to go to find-all results. Closes #2277
2021-07-20 16:59:11 +01:00
baldurk
a88bc9dd7d
Disable autocompletion for find/replace text
2021-07-20 16:58:55 +01:00
baldurk
091cde69d4
Slightly tweak find-all highlight colour. Refs #2277
2021-07-20 15:52:55 +01:00
baldurk
8d5ef8109e
When pre-populating find text, also try current word and select the text
2021-07-20 15:41:29 +01:00
baldurk
e182a477b8
Close floating find windows when pressing escape
2021-07-20 15:41:03 +01:00
baldurk
a3a0aae660
Handle fixed index lookups in array resources
2021-07-19 16:51:50 +01:00
baldurk
6130a120ef
Update some out-of-date docs
2021-07-19 16:51:50 +01:00
Dmytro Bulatov
3d00a585d4
Fixed code review comments
2021-07-19 16:51:44 +01:00
Dmytro Bulatov
92f64281d0
Added digital signature validation for d3d12core.dll
2021-07-19 16:51:44 +01:00
baldurk
dcb65e20e2
Disable experimental bindless feedback by default
2021-07-15 16:42:53 +01:00
baldurk
abe0787bb2
Add test of D3D12 bindless feedback
2021-07-15 16:41:23 +01:00
baldurk
46266a9dd6
Implement bindless feedback for DXBC shaders on D3D12 with patching
2021-07-15 16:41:23 +01:00
baldurk
95ea12b0e5
Fix incorrect D3D12 pipeline state python type references
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* Python prefixes D3D12 onto types where in C++ it's in the D3D12Pipe namespace
2021-07-15 16:41:23 +01:00
baldurk
a8da2fed64
Respect palette foreground colour properly in rich text
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* This is particularly relevant for custom-background colour items on dark theme
where we may switch to dark text for contrast.
2021-07-15 16:41:23 +01:00
baldurk
f5f1737c83
Fix a bug with URL handling that would add richtext twice
2021-07-15 16:41:23 +01:00
baldurk
e4325a1cc1
Add debugPrintfEXT to glsl syntax highlighting
2021-07-14 15:33:12 +01:00
baldurk
011acd74b0
Since printf is user-facing now, make formatter errors less fatal
2021-07-14 11:12:54 +01:00
baldurk
7d6e7dfb78
Info return type is used for sampleinfo and resinfo
2021-07-13 18:06:37 +01:00
baldurk
7f13429d0e
Log in tests when using linked shaderc
2021-07-13 17:45:59 +01:00
baldurk
24af06ac3e
Fix validation warnings in VK_Synchronization_2 test
2021-07-13 17:45:49 +01:00
baldurk
e889e4aa52
Ensure we hook all exec* variants not just 'terminal' ones. Closes #2301
2021-07-13 17:04:21 +01:00
baldurk
9bffeb3c37
Add a bytecode editor that can declare resources and add operations
2021-07-13 17:04:21 +01:00
baldurk
ee7d88fb89
Allow constructing rdcfixedarray with a fixed size array
2021-07-13 17:04:21 +01:00