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* Also in many places OpenGL is now advertised as full support, since it is pretty close by now and needs people to jump on it full-time and use it in anger.
105 lines
6.2 KiB
XML
105 lines
6.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<topic id="7A620DF5-332E-44CA-8FD5-9E47A9C4CC3E" revisionNumber="1">
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<developerConceptualDocument xmlns="http://ddue.schemas.microsoft.com/authoring/2003/5" xmlns:xlink="http://www.w3.org/1999/xlink">
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<introduction>
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<autoOutline />
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<para>The pipeline state viewer allows you to view more details of given resources
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that are bound to the pipeline. The go arrow
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<mediaLinkInline><image xlink:href="GoArrow"/></mediaLinkInline> is a sign that more
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details for this resource are available.</para>
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</introduction>
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<section address="shaders">
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<title>Viewing Shaders</title>
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<content>
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<para>Each shader stage that is active on the pipeline can be expanded to see both the
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high-level shader language and the low-level disassembly. At the top of the pipeline
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stage there is a box showing the currently bound shader - by its entry point if known.</para>
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<mediaLink>
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<caption placement="after" lead="Bound Shader">Box showing the currently used shader.</caption>
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<image xlink:href="CurrentShader"/>
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</mediaLink>
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<para>Much of the information that is available from the shader is only available
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when debugging information is made available.
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<link xlink:href="8a7568ca-6b2c-4873-b8eb-d1ad2aff9629">More details are available</link>
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</para>
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<para>Each file passed to the compiler for this the shader is shown with simple syntax
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highlighting, as well as the disassembly generated from the bytecode itself.</para>
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<para>If available, the reflection data from the shader debugging information will be used
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in other areas of the pipeline state viewer. It will be used for naming texture slots,
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showing which resources that are bound are to be used in the shader, as well as showing
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the names of any constants that are used in the shader.</para>
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<para>When this shader reflection information is available it will be integrated into
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the disassembly to make it easier to read.</para>
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<para>Note from here you can also <link xlink:href="6d0b6532-6da2-485d-85cd-e83e8c9e0183">live-edit a shader</link> by clicking the edit button
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<mediaLinkInline><image xlink:href="page_white_edit"/></mediaLinkInline>. If debug info
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isn't available to provide HLSL, a basic stub function with the input & output
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signatures but no body will be created.</para>
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</content>
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</section>
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<section address="textures">
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<title>Viewing Textures</title>
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<content>
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<para>The <link xlink:href="2c540574-0b81-4a40-8119-ba0283fddf41" /> is the primary way of
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viewing details of textures, so this section concerns itself with how textures are displayed
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in other parts of the UI, and how to open a texture in the texture viewer. More details can
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be found in <link xlink:href="32C47E20-0FA2-4F52-B33A-4440EBCCBCE4" />.</para>
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<para>A texture that is bound to the pipeline as a resource or output the relevant section
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of the pipeline will display their dimensions and format. In each place the go arrow
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<mediaLinkInline><image xlink:href="GoArrow"/></mediaLinkInline> will indicate that a new
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locked tab can be opened up in the texture viewer.</para>
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<para>In addition to opening a new view of the texture, the timeline bar will also show
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the usage of this texture - a green triangle will indicate a place where the texture is
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read from, and a purple triangle indicates a writing operation. These triangles don't necessarily
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correspond 1:1 with the event - more details are available on the
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<link xlink:href="745E3EB5-EB29-4010-BBAB-B11282F4380C" /> page.</para>
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</content>
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</section>
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<section address="buffers">
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<title>Viewing Buffers</title>
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<content>
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<para>More details on this section are available on the <link xlink:href="C48DED3E-3303-4A82-8F58-3D39766C48E7" />
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page.</para>
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<para>When opened either from the input layouts or from the 'Window' menu, the buffer viewer
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opens up in the mesh viewer mode. This is a specialisation of the buffer viewer which will
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show a 3D display of the mesh represented, as well as viewing the mesh buffers at different
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points in the pipeline.</para>
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<para>In the general case, buffers bound to the pipeline can be opened as a raw buffer viewer.</para>
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<para>This will open up a view of the buffer similar to the mesh viewer, but with a completely
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customisable buffer layout.</para>
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<para>By default if the buffer is bound to the pipeline with a pre-existing structure that can
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be reflected from the shader then this will be the default, otherwise the default layout will be
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4 32bit unsigned integers per element.</para>
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<para>This layout can be customised by entering a format in a simple style that mimics defining
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a structure that outlines a single element in the buffer.</para>
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<mediaLink>
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<caption placement="after" lead="Custom Buffer Layout">Customising the layout of the buffer by defining a structure.</caption>
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<image xlink:href="RawBuffer"/>
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</mediaLink>
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<alert class="note">
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<para>This window supports copy and paste, so simply select the entries and ctrl-c to
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copy to the clipboard</para>
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</alert>
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</content>
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</section>
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<section address="constants">
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<title>Viewing Constant Buffers</title>
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<content>
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<para>Constant buffers can be viewed by clicking on their Go Arrow
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<mediaLinkInline><image xlink:href="GoArrow"/></mediaLinkInline>. This will open up a new docked section
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to the right of the pipeline state viewer that tracks that constant buffer slot.</para>
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<para>Whenever this shader slot has a constant buffer in it,
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both the constant names and types as well as values will be displayed.</para>
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<mediaLink>
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<caption placement="after" lead="Constant Buffer">An updating preview of the contents of this constant buffer.</caption>
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<image xlink:href="CBuffer"/>
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</mediaLink>
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<alert class="note">
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<para>This window supports copy and paste, so simply select the entries and ctrl-c to
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copy to the clipboard</para>
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</alert>
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</content>
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</section>
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</developerConceptualDocument>
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</topic> |