* 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.
This message can be seen if the USB cable connecting the device is
removed while the `adb install` command is running. (I ran into this
by accident due to a low-quality cable.)
The previous message was this:
> Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: adb.exe: device '00000a740f4e6d93' not found
> .
>
> lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed.
This does also include a newline before a period, which looks a bit
strange but I don't see a quick fix for that while keeping stderr,
and the stderr output is fairly useful.
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
DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
* The compiler could compile an entry point "foo" into an export "bar". We use
the exported name in most places as that's guaranteed to be unique by the API
and used for cross-referencing, but when recompiling we pass the original
source name as in the debug info.
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
* This doesn't work for whole-pass mesh fetch, but and will cause
inconsistencies between single draws due to non-determinism, but should avoid
crashes.
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered