* Python can't properly document fully independent overloads, only default-
parameter type overloads. Moving the tag to last as an optional parameter
means we can eliminate the different variants.
* For cleanliness in C++ code we make an internal variant that swaps the
parameters, since it is much cleaner to have a lambda callback as the last
parameter.
* This is necessary as they expect to be run on the UI thread, but can be
fetched from python scripts running on the python script thread. We block
invoke over to the UI and suspend python's GIL to avoid deadlocks.
* This doesn't cover all cases but helps with 'pythonic' cases where a list
returned from a function should be expected to be mutable. Modifying direct
'members' can still modify through const.
* In a previous update in 2021 many copyright ranges were truncated
accidentally, and some files have been copy-pasted with wrong years. These
dates have been fixed based on git history and original copyright messages.
Add a column that shows the parent marker for the event range (by default the end event ID)
Add an option to prevent combining resource usage across markers (group by marker)
The tooltip for a resource usage entry contains the full marker path
* For very large shader symbol stores especially those on network drives, the
bad behaviour that PIX has to recursively search all possible subdirectories
and enumerate all files can be really slow. Most of the time a file is
identified by its hash filename and looked up directly - if that isn't a hit,
in many cases users would rather a fast exit to having no symbols.
spirv-cross defaults to 450 but will not parse shaders containing the RayQuery capability unless the version is set to 460.
This change modifies the built-in GLSL cross tool to set `--version 460`. This change does not affect user-specified spirv-cross configurations.
* 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.
Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews