271 Commits

Author SHA1 Message Date
Steve Karolewics bbd2a4ecb0 Implement D3D12Replay::DebugThread
Also added logic for initiating debugging in the D3D12 pipeline state
viewer. Both locations are guarded by defines for now.
2020-01-07 17:28:01 +00:00
baldurk 2916c0f9f7 Update copyright years to 2020 2020-01-06 16:20:45 +00:00
baldurk 7ff0796b89 Check for incomplete textures on OpenGL. closes #214 2019-12-18 19:09:18 +00:00
baldurk c4ca8cb1d1 Reduce reliance on big public headers where possible
* Mostly moving includes from common headers to cpp where possible, and removing
  includes of the whole thing where only enums or rdcstr etc are needed.
2019-12-16 17:06:16 +00:00
baldurk ec7a852582 Refactor and improve rdcarray/rdcstr interface
* We are going to replace all std::string/std::vector use with these.
2019-12-16 17:06:15 +00:00
baldurk 4f3ea6d12b Special-case VK_LOD_CLAMP_NONE for samplers in pipeline state view 2019-12-06 01:04:12 +00:00
baldurk ff08748238 Ensure all files have trailing new-lines and enforce with clang warning 2019-12-02 20:28:05 +00:00
baldurk 23c3a38496 Create fake buffer for D3D11 UAV hidden counters. Closes #1593 2019-11-29 13:53:45 +00:00
baldurk e205054317 Add UI support for GPU typed pointers in buffers 2019-11-29 13:53:44 +00:00
baldurk b3979262a5 Replace FormatElement with ShaderConstant/ShaderVariableType
* FormatElement is now a static BufferFormatter class to help generate and parse
  buffer formatting strings
2019-11-29 13:53:44 +00:00
baldurk db563bb0bf Refactor public interface around handling of textures
* Subresource handling is more consistent - we pass around a struct now that
  contains the array slice, mip level, and sample. We remove the concept of
  'MSAA textures count samples as extra slices within the real slices' and
  internalise that completely. This also means we have a consistent set
  everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
  parameters from the texture viewer configuration are now in the
  ReplayController and take them explicitly. This includes GetMinMax,
  GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
  custom shader texture or the overlay texture you need to pass that ID
  directly.
2019-11-26 17:38:25 +00:00
baldurk f42cb9e23c Use shader bindpoint mapping when generating HLSL shader editing stubs 2019-11-21 21:25:40 +00:00
baldurk 4458ab3205 Remove assumptions that captures are always frames
* Previously we had "Frame X" and "Start of Frame" hardcoded in the event
  browser, and the end of frame was in many cases assumed to be a present call.
  However with the in-application API this is not necessarily true.
* Presents are now serialised separately in all APIs and displayed wherever they
  happen in the frame, and if there is no present at the end of the frame an
  "End of Capture" marker is inserted. Similarly API-defined captures are not
  given a potentially misleading frame number.
2019-11-21 17:09:01 +00:00
baldurk f5cc5c22ad Don't display typed buffers as structured in D3D11 pipeline state 2019-10-15 17:34:38 +01:00
baldurk 179dbb0e43 Display sample mask in D3D12 pipeline state 2019-10-14 14:06:42 +01:00
baldurk ca6c6faf27 Highlight combined image/samplers to clarify sampler use. Closes #1533
* When the same sampler is used in multiple combined image/sampler descriptors
  we only list the sampler once to avoid really verbose unnecessary rows. Use
  row highlighting to indicate which sampler is used with which image, and add
  it to the view details tooltip with the image layout
2019-09-30 16:30:40 +01:00
baldurk aa57240d9c Don't show individual enabled scissors if global toggle is off 2019-09-20 12:45:00 +01:00
baldurk 2d0b18b18b Don't crash if shader viewer is closed while shader compilation is going 2019-09-02 12:54:08 +01:00
baldurk af3c242b35 Fix signed/unsigned comparison 2019-08-26 14:52:58 +01:00
baldurk 3b524ea7f1 Fix reflection of arrays-of-binds - textures and buffers 2019-08-26 13:22:26 +01:00
baldurk 2a8d7eddec Set sampler name for combined image/samplers in pipeline HTML export 2019-08-23 23:41:19 +01:00
baldurk ef269e2b92 Add support for VK_EXT_line_rasterization 2019-08-15 18:27:39 +01:00
baldurk e525630a17 Add special resource type for A8_UNORM. Closes #1426
* While it's redundant this format is still valid in D3D so needs to be handled
  correctly.
2019-06-25 19:08:07 +01:00
baldurk 59ad2ebfa2 Clear stream-out state when clearing pipeline state 2019-05-20 14:16:43 +01:00
baldurk e48065c96b Replace use of std::pair with rdcpair wherever possible
* Only remaining uses in our code is when we're interacting with std::map where
  it uses std::pair internally
2019-05-17 16:32:56 +01:00
baldurk 8edc01c928 Show the object (whether a sampler or the texture) in GL's sampler state 2019-05-17 16:32:55 +01:00
baldurk 51c50e0da3 Localise addressing mode state display for GL
* On GL addressing modes are called wrap modes, and the wrap value is then known
  as repeat. If we don't 'localise' this then it can be confusing to show that
  it is "Wrap".
2019-05-17 16:32:55 +01:00
baldurk 96cc08b960 Rename 'show disabled' button to 'show unused' as it is clearer
* Bindings that are unused aren't disabled - they may in fact be explicitly
  enabled - but they are unused by the pipeline which is why they're hidden.
2019-05-17 16:32:55 +01:00
baldurk 4520dcbaa2 Adjust offset used in VB string if there was padding bytes 2019-05-10 23:50:32 +01:00
baldurk 8ffe33767c Handle UNormSRGB in some places that were missing handling 2019-04-23 16:31:18 +01:00
baldurk b5b3e91ad5 Add a missing gap in the vulkan pipeline export 2019-04-23 15:09:40 +01:00
baldurk 870d553a38 setPixmap can clear text, when removing pixmap do so before setting text 2019-04-22 18:39:52 +01:00
baldurk ee76ed7a4c Sanitise []s out of vertex attribute names when opening buffer viewer 2019-04-05 17:16:16 +01:00
baldurk 13c9718858 Preserve expansion when changing events in vulkan pipeline state view 2019-04-05 13:25:28 +01:00
baldurk f256218e17 Pass bindless feedback data to UI through vulkan pipeline state
* Each binding element within an arrayed descriptor has a bool indicating if
  it's dynamically used or not (which will be set to true if the feedback isn't
  available). Each descriptor has a uint32_t indicating how many elements are
  dynamically used - which is useful for the UI to hide the root of an array
  that has no used elements, or to heuristically decide whether to expand or
  elide the contents.
2019-04-05 09:19:22 +01:00
baldurk 60c92b2d84 Implement support for VK_EXT_depth_clip_enable 2019-04-04 16:23:35 +01:00
baldurk d519f086e1 Don't fetch resource format name for empty bindings 2019-03-27 17:59:16 +00:00
Wade Brainerd aed614a6aa Improve Vulkan byte range descriptions
Renames the "cont.d" column in the Pipeline State window to
"Additional". This is a less confusing title then the contraction.

Adds a "(VK_WHOLE_SIZE)" annotation after the range if VK_WHOLE_SIZE
was used, and an "(empty view)" annotation if the range is empty.
These annotations are intended to help diagnose incorrectly filled
buffer descriptors.
2019-03-27 04:32:29 -07:00
tuxerr c6edcf9a38 add support for VK_EXT_fragment_density_map 2019-02-28 00:10:03 +00:00
baldurk ec58308207 With GL we can have binding aliasing. Keep searching for a used binding
* If we have multiple bindings aliasing the same slot, we want to keep going if
  the first one we find is unused to see if the slot is aliased with one that
  *is* used. We'll still use the last unused one if we don't find any used at
  all (and with aliasing any one we pick is as valid as another).
2019-02-22 14:10:25 +00:00
baldurk e9e42839c3 Support specifying structs in buffer formatter. Closes #805
* Structs and arrays-of-structs are completely flattened for the purposes of
  displaying them still.
2019-02-14 12:55:44 +00:00
baldurk bbc2f47fa8 Centralise generation of buffer format strings for struct buffers
* We also fix a number of issues that could cause incorrect formats to be
  generated.
* Test cases added for D3D11/GL/Vulkan to test different struct types. These
  aren't automated at the moment because most of the code they're testing is in
  the UI itself.
2019-02-13 18:50:56 +00:00
baldurk 6bc6ca9557 Drop legacy ShaderRegister struct, store byte offset per constant
* For D3D11 byte offsets are always uint32 aligned, but for other APIs that's
  not guaranteed. Storing a byte offset is strictly more expressive and a lot
  simpler to reason about.
2019-02-07 15:23:06 +00:00
baldurk 6d07e1c42e Add support for VK_EXT_discard_rectangles 2019-02-05 18:40:31 +00:00
baldurk 354b37be56 Add support for VK_EXT_sample_locations 2019-02-05 18:40:31 +00:00
baldurk 86ff87863e Update copyright years to 2019 2019-02-01 18:32:13 +00:00
baldurk e70dd127f3 Use bindpoint mapping when looking up read-write resources on GL 2019-01-28 19:55:40 +00:00
baldurk 1d0a9926b7 Fix error message referring to incorrect argument 2019-01-24 19:07:46 +00:00
baldurk 9443423389 Don't do expensive string work for resource rows that are hidden 2019-01-22 18:02:14 +00:00
baldurk 145f4bdb15 Handle GL applications changing BASE_LEVEL / MAX_LEVEL dynamically
* This is the only way in GL to do rendering from one mip to another. We handle
  it and display the whole texture even if it's temporarily constricted, and
  display the mip state in the pipeline viewer.
* If the mip state is constricted at the start of the frame capture, only mips
  0..MAX will be visible at all and other mips will be assumed to not be valid.
2019-01-14 18:02:44 +00:00