12470 Commits

Author SHA1 Message Date
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
* 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
* 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
* 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
* 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
* 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
* 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