mirror of
https://github.com/baldurk/renderdoc.git
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094c4164dc
* Note, this API is still in-flux and beta, so there may still be some more changes before it's 'stable', and even then it will still be subject to some amount of change. * This API is then exposed to python via SWIG bindings and hides internals that don't need to be visible, and means the actual API is easier to work with. * We also use this API to reduce inter-dependencies between different windows that need to interact with each other at a high level. * The naming is python/standard RenderDoc TitleCase method names, not Qt style camelCase methods. # Conflicts: # qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp # qrenderdoc/Windows/TextureViewer.cpp
323 lines
16 KiB
C++
323 lines
16 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2017 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "TipsDialog.h"
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#include "ui_TipsDialog.h"
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#include <stdlib.h>
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#include <time.h>
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TipsDialog::TipsDialog(ICaptureContext &Ctx, QWidget *parent)
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: m_Ctx(Ctx), QDialog(parent), ui(new Ui::TipsDialog), m_currentTip(0)
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{
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ui->setupUi(this);
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setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
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initialize();
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if(m_Ctx.Config().Tips_HasSeenFirst)
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{
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showRandomTip();
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}
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else
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{
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showTip(m_currentTip);
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}
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m_Ctx.Config().Tips_HasSeenFirst = true;
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}
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TipsDialog::~TipsDialog()
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{
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delete ui;
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}
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void TipsDialog::initialize()
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{
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// Tip 1
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m_tips.push_back(Tip("Talk to me!",
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"RenderDoc is a labour of love and has been developed from scratch entirely "
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"in my spare time. If you run into a bug, have a feature request or just "
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"have a question, please feel free to get in touch and I'm always happy to "
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"talk and help out in any way I can - baldurk@baldurk.org."));
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// Tip 2
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m_tips.push_back(Tip("Quick channel toggling",
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"Right clicking on a channel button in the texture viewer will select it "
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"alone. If it is already the only channel selected, the meaning is inverted "
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"and all others will be selected.\n\nThis is most useful for quickly "
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"toggling between RGB and Alpha-only views."));
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// Tip 3
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m_tips.push_back(Tip("Quick range autofitting",
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"The magic wand auto-fitting button in the texture viewer automatically "
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"calculates the min and max values of any visible channel in the texture, "
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"and rescales the visible range to include them.\n \nIf you right click on "
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"it, it will toggle on a mode to automatically rescale every time the "
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"viewed texture changes.\n"));
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// Tip 4
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m_tips.push_back(Tip("Choosing mesh elements to visualise",
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"In the mesh output pane, you can right click on any of the element columns "
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"to select that element as either position or secondary property to render. "
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"This way you can view a mesh in UV space, or visualise normals."));
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// Tip 5
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m_tips.push_back(Tip("Visualising secondary mesh properties",
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"In the mesh output pane, you can select an element as 'secondary', and in "
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"the solid shading dropdown choosing secondary will display the element as "
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"RGB colour on top of the mesh."));
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// Tip 6
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m_tips.push_back(Tip("Register highlighting in the shader debugger",
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"While debugging a shader, clicking on a register or constant buffer "
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"variable in the disassembly will highlight all other uses of that register "
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"or variable in the disassembly. It will also highlight the matching row in "
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"the watch windows."));
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// Tip 7
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m_tips.push_back(Tip("Shader register value display",
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"If you want to see to see a register reinterpreted as different types, you "
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"can hover over it either in the disassembly or in the watch windows. A "
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"tooltip will show it interpreted as float, uint decimal, int decimal or "
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"hexadecimal."));
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// Tip 8
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m_tips.push_back(Tip("Custom shader watch expressions",
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"In addition to the pre-filled watch windows while shader debugging, you "
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"can also enter custom watch expressions. This takes the form of e.g. "
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"r0.xyz. You can append ,x or ,b to specify the type - full list in the "
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"docs.\n"));
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// Tip 9
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m_tips.push_back(Tip("Shader debugger float/int toggle",
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"By default register values are shown as floats, but you can toggle this to "
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"default to ints either in the shader debugger toolbar, or by right "
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"clicking and toggling int/float display.\n"));
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// Tip 10
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m_tips.push_back(Tip("D3D11 shader debug information",
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"You'll get the best results in RenderDoc by stripping as little as "
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"possible from D3D11 shaders. Reflection data is used all over the place to "
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"produce a nicer debugging experience.\n"));
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// Tip 11
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m_tips.push_back(Tip("Shader editing & Replacement",
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"RenderDoc has the ability to edit and replace shaders and see the results "
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"live in the replay. On the pipeline state view, click the edit icon next "
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"to the shader. If source is available, it will be compiled, otherwise an "
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"empty stub with resources will be generated.\n The shader will be replaced "
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"everywhere it is used in the frame, the original will be restored when the "
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"edit window is closed.\n"));
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// Tip 12
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m_tips.push_back(Tip("Linear/Gamma display of textures",
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"RenderDoc interprets all textures in gamma space - even if the data is "
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"linear such as a normal map. This is by convention, since typically "
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"external image viewers will display a normal map as gamma data. This can "
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"be overridden by toggling the gamma button in the texture viewer.\n"));
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// Tip 13
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m_tips.push_back(Tip("Seeing texture usage in a capture",
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"RenderDoc has a list of how each texture is bound and used - whether as a "
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"shader resource, an output target, or a copy source. When the texture is "
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"active in the texture viewer this usage will be displayed on the timeline "
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"bar at the top.\n You can also right click on the thumbnails in the "
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"texture viewer to see a list of this usage, and clicking any entry will "
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"jump to that event.\n"));
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// Tip 14
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m_tips.push_back(Tip("Custom buffer formatting",
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"When opening a raw view of a buffer, such as a vertex buffer or compute "
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"read/write buffer resource, you can apply custom formatting to it to "
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"dictate the layout of the elements in typical shader syntax. \n \nThis "
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"formatting is also available for constant buffers to override the layout "
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"reflected from the shader.\n"));
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// Tip 15
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m_tips.push_back(Tip("Pipeline HTML export",
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"The pipeline view contains an HTML export function, which dumps the raw "
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"state of the entire pipeline out to a specified file. This can be useful "
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"for comparison between two events, or for having all information available "
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"in a unified text format.\n"));
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// Tip 16
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m_tips.push_back(Tip("Python scripting",
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"RenderDoc supports some amount of Python scripting. Open up the Python "
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"shell in the UI to either use it interactively or load and execute python "
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"scripts. \n \nThe 'renderdoc' object is an instance of the Core class - "
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"see the RenderDoc source for more information."));
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// Tip 17
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m_tips.push_back(
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Tip("Pixel history view",
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"RenderDoc supports a pixel history view, showing the list of all modification events "
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"that happened to a specified pixel. To launch it, simply pick the pixel you would like "
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"to view the history of in the texture viewer, and click the 'history' button underneath "
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"the zoomed-in pixel context. \n \nEach event will show up red or green depending on "
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"whether it affected or didn't affect the pixel. By expanding the event, you can see the "
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"possibly several primitives within the draw that overdrew the pixel.\n"));
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// Tip 18
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m_tips.push_back(Tip("List of active textures",
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"On the texture viewer, the texture list button under the 'Actions' section "
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"will open a filterable list of all texture resources. Clicking on any of "
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"the entries will open a locked tab of that texture, always showing the "
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"contents of the texture at the current event regardless of whether or not "
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"it is bound to the pipeline.\n"));
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// Tip 19
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m_tips.push_back(Tip("Locked texture tabs",
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"You can open a locked texture tab from the texture list, or by right or "
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"double clicking on a texture's thumbnail.\n \nWith a locked tab of a "
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"texture, that tab will always show that texture, regardless of what is "
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"bound to the pipeline. This way you can track the updates of a texture "
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"through binds and unbinds, e.g. ping-pong rendertarget use.\n"));
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// Tip 20
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m_tips.push_back(Tip("Gathering of per-event callstacks",
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"RenderDoc is able to gather callstacks either per-drawcall or per-API "
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"event. You can do this by enabling the option before launching an "
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"application capture.\n \nWhen loading the log, initially the callstacks "
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"will not be available until symbols are resolved. Go to tools -> resolve "
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"symbols to load up the pdbs matching the modules from the application.\n"));
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// Tip 21
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m_tips.push_back(Tip("Texture debugging overlays",
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"In the texture viewer, you can select from several helpful debugging "
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"overlays over the current view. This can show wireframe or solid coloour "
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"overlays of the current drawcall, as well as showing depth pass/fail or "
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"even representing quad overdraw as a heatmap.\n"));
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// Tip 22
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m_tips.push_back(Tip("Custom texture display shaders",
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"RenderDoc supports writing custom shaders to decode the viewed texture, "
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"which can be useful to e.g. colourise stencil values or decode a packed "
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"gbuffer texture.\n \nIn the toolbar in the texture viewer, select custom "
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"instead of RGBA on the left side, and use the UI to create a new shader. "
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"The docs contain full listings of available constants and resources to "
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"bind.\n"));
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// Tip 23
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m_tips.push_back(Tip("Texture histogram",
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"RenderDoc can display a channel histogram showing the distribution of "
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"values within the visible range. Simply click the graph button on the "
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"texture viewer to the right of the range control, and it will expand to "
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"show the histogram.\n"));
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// Tip 24
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m_tips.push_back(Tip("Attaching to a running instance",
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"If you have launched a program via RenderDoc or your program integrates "
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"RenderDoc, the UI can connect to it once it is running via File -> Attach "
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"to Running Instance, and everything works as if you had launched it.\n "
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"\nYou can even do this across a network, by adding a remote IP or "
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"hostname. You will connect over the network and can remotely trigger "
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"captures - any files will be copied back across the network, to be saved "
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"and replayed locally as normal.\n"));
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// Tip 25
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m_tips.push_back(Tip(
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"Event browser bookmarks",
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"In the event browser you can bookmark useful events by clicking the asterisk. This can let "
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"you quickly jump back and forth through the log between important points.\n \nWhen you have "
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"some bookmarks, shortcut buttons will appear in a small bar at the top of the browser, and "
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"the shortcut keys Ctrl-1 through Ctrl-0 jump to the first 10 bookmarks - these shortcuts "
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"are global regardless of which RenderDoc window is currently in focus.\n"));
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// Tip 26
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m_tips.push_back(Tip("Mousewheel for scrolling",
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"Anywhere you need to use the mousewheel to scroll, it will work simply by "
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"hovering over the panel and scrolling, no need to click to change focus. "
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"\n"));
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// Tip 27
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m_tips.push_back(Tip("Event browser keyboard shortcuts",
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"In the event browser Ctrl-F opens up the find bar, to locate an event by "
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"its name. Ctrl-G opens the jump-to-event to jump to the closest drawcall "
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"to a numbered event. Ctrl-B will toggle a bookmark at the current "
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"event.\n"));
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// Tip 28
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m_tips.push_back(Tip("Mesh VS Output camera settings",
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"The VS Output pane in the mesh output window will attempt to guess your "
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"projection matrix to unproject the vertices into camera space. It assumes "
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"a perspective projection and guesses the near and far planes, and matches "
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"the aspect ratio to the current output target.\n \nIf these parameters are "
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"incorrect - e.g. you are using an orthographic projection or the near/far "
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"guesses are wrong, you can override them by opening the view settings with "
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"the cog icon.\n"));
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// Tip 29
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m_tips.push_back(Tip("Global process hook",
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"Sometimes a particular program is difficult to launch directly through "
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"RenderDoc. In these cases, RenderDoc can install a global system hook that "
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"will insert a tiny shim DLL into every newly-created process on the "
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"system. This shim will identify if it is in the target application and "
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"either inject RenderDoc, or unload itself.\n \nNote: Since it is a global "
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"hook this is not without risks, only use if it's the only alternative, and "
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"read the documentation carefully.\n"));
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}
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void TipsDialog::showTip(int i)
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{
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if(i >= m_tips.size() || i < 0)
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return;
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Tip &tip = m_tips[i];
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++i;
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ui->tipTextLabel->setText(tip.tip);
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QString url("https://renderdoc.org/tips/" + QString::number(i));
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ui->tipUrlLabel->setText("<a href='" + url + "'>" + url + "</a>");
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ui->tipsGroupBox->setTitle("Tip #" + QString::number(i));
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ui->titleLabel->setText("Tip #" + QString::number(i) + ": " + tip.title);
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}
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void TipsDialog::showRandomTip()
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{
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int i = m_currentTip;
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srand(time(NULL));
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while(i == m_currentTip)
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{
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i = rand() % m_tips.size();
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}
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m_currentTip = i;
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showTip(m_currentTip);
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}
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void TipsDialog::on_nextButton_clicked()
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{
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m_currentTip++;
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m_currentTip %= m_tips.size();
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showTip(m_currentTip);
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}
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void TipsDialog::on_closeButton_clicked()
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{
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close();
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}
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void TipsDialog::on_randomButton_clicked()
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{
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showRandomTip();
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}
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