* If program or shader names are very long then combining them can cause
problems with how wide the widgets get. Splitting each element into a label
that can wrap around and be truncated individually produces better behaviour.
* This supports capture and replay of mesh draws, shader editing with printf
support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
* On all APIs when depth is disabled the writes are skipped as well. Explicitly
set the function and write state to say that they are disabled.
* This also papers over a weirdness on D3D11 which has confused a couple of
people, where the retrieved desc with GetDesc() on a state object can be
different to the one it was created with when you set ignored parameters -
like the depth function with depth disabled.
If conditional rendering is enabled its state is always
displayed in both 'Rasterizer' and 'CS' states.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Predicate state is displayed in the raster state.
"Draw Call" and "Wireframe" overlays are visible even if predicate doesn't pass.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
* For pipelines using tessellation or containing a geometry shader we use
transform feedback to fetch the output of the vertex pipeline after these
stages.
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
* Dock panels shouldn't have any frame border or anything like that.
* They should have an external margin of 3 pixels at their border,
but then no further margins on the layouts (like sub-controls for
the pipeline state views.
* Toolbars should be Raised & Panel frames. Later we'll replace them
with actual QToolBars to better customise the painting.
* We need to custom paint the SVG at the right devicepixelratio because
Qt seems to be busted at scaling up - nothing I can see causes the
SVG to be rendered at higher than it's default resolution, so you end
up with plain bilinear upscale.
* Since we're doing custom palette swap anyway, it's not much harm to
just render ourselves, as we already basically had a dependency on
QtSvg - just need to add the include files to the dependencies.
* Add scroll areas for the larger tabs and allow pipe flowchart to
resize to its minimum size if needed.
* The idea here isn't that anyone will seriously try to use the pipe
view at 500x200 but more that the minimum size doesn't become a
problem while moving around windows or panels, or resizing temporarily
* This was only added because the default tree widget controls don't
render any grid lines. Now that we're custom drawing them, the row
colors are distracting and can be confusing on themes where the
selected row is very faint.
* Since we're promoting everything, we reset the behaviour of
RDTreeWidget so that it's not doing anything different by default.
* RDTreeWidget's interface is a bit different, exposing some useful
things like a single selected item and so on.
* We also can't set columns in the Qt Creator UI anymore, so we set them
from code.