Jake Turner
a9d98f9526
Compute BBOX correctly when viewing Mesh Shader draw
2025-12-09 07:58:59 +13:00
Jake Turner
f42e03b079
Set current stage to TaskOut instead of VSIn when viewing Mesh Shaders
2025-12-09 07:58:27 +13:00
baldurk
a059764b74
Fix default identification of raster out stage
2025-12-08 18:24:19 +00:00
baldurk
f86aa4a2b7
On windows/linux convert known native scancodes to default keys
...
* This lets us have more helpful behaviour for default keys rather than being
all-or-nothing, and display which keys are which.
2025-12-08 18:24:19 +00:00
baldurk
dbb8b2d022
Fix flycam and arcball not having same reset parameters
...
* Both were centring around the AABB but arcball had a scale applied to the
distance
2025-12-08 18:24:19 +00:00
baldurk
45eabffb54
Update mesh viewer to allow better customisation. Closes #1811
2025-12-08 18:24:19 +00:00
baldurk
b0b14c1b7b
Add a dialog for customising camera controls in mesh viewer
2025-12-08 15:50:17 +00:00
baldurk
7e518e813c
Add support for fully customised mesh viewer controls
2025-12-08 15:50:17 +00:00
Hans-Kristian Arntzen
814d764df7
Fix exporting large raw buffers at an offset.
2025-08-20 00:05:29 +09:00
baldurk
9bad0c5ec0
Remove some memset calls on non-POD types
2025-06-06 12:16:54 +01:00
baldurk
2322e165de
Update copyright years to 2025
2025-03-14 18:54:37 +00:00
baldurk
86e8909b1e
Display colour swatch when showing cbuffer values as RGB. Closes #3533
2025-03-06 16:07:49 +00:00
baldurk
959d330488
Treat RGB display of float values as in linear space always. Refs #3533
2025-03-06 16:07:49 +00:00
baldurk
2c5fee7c07
Set mesh viewer tables to always have a scrollbars
...
* This can prevent a very rare resize loop
2025-02-07 11:28:25 +00:00
baldurk
62a89fcf22
Quote newline entries for matrix CSV exports. Closes #3520
2025-01-16 12:04:15 +00:00
Jake Turner
f3bb7523b5
Reset the controlType current index to 0 in the BufferViewer constructor
...
This keeps the UI display in sync with the code internal settings for camera choice i.e. FlyCam/ArcBall. During the constructor, the UI setup for the different axis mappings will call on_resetCamera_clicked() and that can change the controlType current index value to be different from the expected/desired default value of 0.
Closes#3509
2025-01-02 09:44:54 +00:00
Honeybunch
3ea9735866
Mesh Shader Debugging
2024-11-20 10:50:14 +00:00
baldurk
ef1c633df3
Offset per-primitive data correctly when meshlet filtering
2024-10-31 12:47:18 +00:00
baldurk
6990a6b046
Show - for byte offset when displaying specialisation constants
2024-06-27 13:54:41 +01:00
baldurk
205ed0e6fa
Remove old shader bindpoint mapping handling entirely
2024-04-10 18:58:52 +01:00
baldurk
2bbe1a8cd9
Update shader viewer and debugging with new reporting for shader binds
...
* This shifts from reporting from the old style bindset/bind to the new system
of only referencing by shader interface and index (independent of binding
model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
access and descriptor contents in a fashion friendly to interface-index
lookup.
2024-04-10 18:58:51 +01:00
baldurk
af6abd79c0
Update buffer viewer to use new descriptor/binding interface
2024-04-10 18:58:51 +01:00
Jake Turner
922ef9814f
Stop crash in BufferViewer if buffer size is less than fixed length
...
i.e. a zero sized buffer
2024-04-10 10:29:06 +01:00
baldurk
874920bc38
Fix potential crash on capture close accessing bad data
...
* Also added some conservative error checking on looking up chunk names.
2024-02-13 12:37:05 +00:00
baldurk
9f4f0e6aa1
Update copyright years to 2024
2024-02-12 11:04:52 +00:00
Dan Hawson
442b48bb77
Mesh exploder
...
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
2023-12-09 11:40:30 +00:00
baldurk
4bccf2dac3
For indirect mesh shaders fetch up-to-date dispatch arguments
...
* This doesn't work for whole-pass mesh fetch, but and will cause
inconsistencies between single draws due to non-determinism, but should avoid
crashes.
2023-12-07 12:18:43 +00:00
Jake Turner
216fb0dc01
Offset and Size consistency display in BufferViewer UI
...
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
2023-12-06 17:19:05 +00:00
baldurk
92e0fab686
Clarify that buffer viewer displays a single subresource. Closes #3149
...
* Since the physical layout of subresources is not generally defined, the buffer
viewer only displays one subresource at a time.
2023-12-05 12:37:09 +00:00
baldurk
118aa4b61d
Hide widgets not used for raw buffer viewer
2023-12-05 12:35:30 +00:00
baldurk
d52f97c225
Make sure buffer viewer panels can't be closed
2023-12-01 13:00:08 +00:00
baldurk
1df386847f
Compile fix
2023-11-28 16:49:58 +00:00
baldurk
be372cde46
Improve mesh viewer UI for task/mesh shaders range filtering
2023-11-28 16:19:05 +00:00
baldurk
400e712deb
Fix crash opening task shader context menu with no task shader
2023-11-28 16:18:47 +00:00
baldurk
41d2e69d00
Remove unused lambda captures
2023-11-17 02:00:20 +00:00
baldurk
07b1c3f857
Add options to filter and correlate between task and mesh invocations
2023-11-17 00:47:55 +00:00
baldurk
1df7c1ae81
Implement mesh viewer support for task/mesh shaders
2023-11-17 00:47:55 +00:00
baldurk
69dcb42a05
Add enums and API-agnostic handling for new task and mesh shader stages
...
* The enums are given after compute, to preserve indices for the normal vertex
pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
into the `Drawcall` type. This will allow them to be distinguished by API
backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
a couple of empty array entries but it should not cause any significant
issues.
* Shader messages will be identified by group and thread as with compute
shaders. For mesh shaders there is an additional subdivision to identify them
by task group, since each task group can submit a grid of mesh groups.
2023-11-16 18:20:23 +00:00
Er2
86cb3ebf80
Add FreeBSD operating system support.
2023-11-06 14:42:45 +00:00
baldurk
9d39b8e1a8
Reformat code for clang-format 15
2023-09-05 11:02:08 +01:00
baldurk
d36d23ab21
Fix access to reserved columns for tooltips
2023-03-08 16:55:22 +00:00
baldurk
760bfdcb40
Disable find-as-you-type keyboard searches in buffer viewer
...
* This will cause the model to evaluate every data item to search it, which is
the exact thing we're trying to avoid with lazy item views.
2023-03-08 14:06:02 +00:00
baldurk
d47e79ae07
Update copyright years to 2023
2023-02-01 12:23:32 +00:00
baldurk
338541cf3f
Handle streams properly in vulkan GS output fetch. Closes #2745
...
* We only display the rasterized stream in the mesh output view.
2022-10-12 16:08:59 +01:00
baldurk
bc5aef5447
Add a separate PanelMenu item for extensions in non-mesh buffer viewers
2022-09-19 11:24:38 +01:00
baldurk
b375efdb3c
Use selected range of buffer not total object length when exporting
...
* Same fix as #2703 but with a fix not to be limited by the pagination size
2022-09-15 13:36:16 +01:00
baldurk
6643687ac6
Revert "Export correct CSV range and fixup element counts."
...
This reverts commit 033bcb2a11 .
2022-09-15 13:26:47 +01:00
baldurk
ceb2e81ab2
Revert "Export correct range for binary dumps as well."
...
This reverts commit 7bad9214a8 .
2022-09-15 13:26:15 +01:00
Hans-Kristian Arntzen
7bad9214a8
Export correct range for binary dumps as well.
2022-08-29 19:42:41 +01:00
Hans-Kristian Arntzen
033bcb2a11
Export correct CSV range and fixup element counts.
2022-08-29 19:42:41 +01:00