ShaderDirectAccess is used to reference resources which are accessed directly from the Shader (not via a direct binding). Shader resource references using direct binding are stored in ShaderBindIndex.
DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
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.
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
* 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.
* We commit statically linked x64 binaries for clang-format-15 for windows and
linux to make the transition easier for anyone running a linux distro that
doesn't yet support llvm 15, or in future for distros that drop support for
it.
Fix the following errors in the sample code:
AttributeError: 'renderdoc.ActionDescription' object has no attribute 'name'
NameError: name 'window_callback' is not defined