* 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.
* We shouldn't require 'pure virtual' functions in CaptureViewer implementations
in python, so detect when the derived class methods point to the base class
pass-throughs, and skip them in that case.
* We keep parent references when returning child objects via reference/python
object wrappers rather than copying. But when iterating a linked list like the
actions this can produce an incredibly long parent chain and then on
destruction we can stack overflow if the chain is long enough.
* These are temporarily given separate names, to allow them to exist in parallel
with the existing helpers, but in future these will be renamed when the older
helpers are removed.
* This is a consideration for any cases where binding numbers are relevant -
primarily D3D11 and GL - where the offset into an arbitrary (and possibly
fake) descriptor storage is not helpful but knowing the register binding
definitely is.
* If someone wants to look at the raw descriptor contents without respect to a
particular shader access they can use this query to determine a more useful
'name' for any given descriptor. On D3D11 and GL this gives the register
number, on Vulkan it gives the binding number (and array element). On D3D12 it
just repeats the offset effectively.
* Baking these into descriptors when we get arbitrary 'GetDescriptor' queries
independent of the bound descriptor sets is not possible - a descriptor set
could be in theory bound twice to two places with different dynamic offsets.
* Instead we report these as part of the pipeline states and the abstraction &
replay API consumer will need to manually apply them to get the true buffer
offset.
* The offsets are indexed by descriptor storage byte offset for easier
processing (the dynamic offset struct can be turned into a pair and used to
initialise a dict)
* This doesn't change our minimum specs as we already required GCC 5, clang 3.4,
which fully support C++14. Interestingly only VS2015 is the odd one out but we
don't rely on any features from C++14 that it doesn't support.
* The enums are given after compute, to preserve indices for the normal vertex
pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
into the `Drawcall` type. This will allow them to be distinguished by API
backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
a couple of empty array entries but it should not cause any significant
issues.
* Shader messages will be identified by group and thread as with compute
shaders. For mesh shaders there is an additional subdivision to identify them
by task group, since each task group can submit a grid of mesh groups.
* When used in richcompare this would throw an exception and return
Py_NotImplemented causing a failure. Instead we should just return NULL, which
is fine and will be considered as a not-equal comparison for
equality/inequality and throw the kind of exception we want for less than or
greater than.
* We store the compiler used (when known) in shader debug info and use that to
select the compiler for editing as even higher priority than the default for a
given language/encoding combination.
* We also ensure that for known tools we add the input and output parameters
last, after any custom parameters, so that they are always present regardless
of what the user puts in.
* Since the source vars data doesn't change for a given instruction, we can pre-
calculate it and save time on re-calculating per-state.
* Note callstack *can* change per-state on SPIR-V where the same instruction can
be reached by different flow paths, so the callstack remains part of the per-
state data.
3rdParty source files and some renderdoc files which include 3rdparty header files
Disable "-Wshorten-64-to-32" for the whole of qrenderdoc render_python.cxx triggers the warning
3rdParty source files and some renderdoc files which include 3rdparty header files
Disable "-Wshadow" for the whole of qrenderdoc render_python.cxx triggers the warning
* Most of the main entry points that can fail with relevant reasons now has a
way of specifying a message to return with it. This message can be displayed
to the user to give more information or context about an error.
* Newly written shaders and any updated shaders can now use pre-defined macros
to abstract away binding differences between APIs, so custom shaders will be
more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
won't break on vulkan because they refer to incorrect binds.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.