qrenderdoc/Code/CaptureContext.cpp
- Adds GGP windowing system
renderdoc/driver/ihv/amd/amd_counters.cpp
- Enables AMD counters
renderdoc/driver/vulkan/vk_serialise.cpp
- Handling VK_STRUCTURE_TYPE_PRESENT_FRAME_TOKEN_GGP in pNext
for vkQueuePresentKHR
renderdoc/os/posix/ggp/ggp_callstack.cpp
- Check that the file was opened
* This means if there's no intervening list() it still works, e.g. passing an
rdcarray property to a function paramater that expects an rdcarray in python.
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* Ideally we'd document every member unconditionally for best autocompletion,
but that's a lot of modification so for now we stick to just making sure that
any members that are struct types (or lists/tuples) have the :type:
declaration so that we can autocomplete inside them.
* Also added a script that can run as part of CI to verify that the docstring
matches, by generating a regex from the docstring documented parameter types
and return type and making sure we find a match within the C headers. This
ensures all parameters are documented with the right types, no extra
parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
mention a renderdoc type, they need to scope it properly.
* This prevents unnecessary conversions back and forth between rdcstr and const
char * when going through interfaces. In the OS specific layer this is rarely
an issue because most of the implementations don't convert to rdcstr, but it
is convenient to be able to pass in an rdcstr directly. The few cases where
there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
function, so can't return an rdcstr due to C ABI, so they still return a const
char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
and because that's one place where unnecessary conversions/constructions may
be impactful.
* One automodule in a file for our modules is way too much, so we split it into
files. Unfortunately this means that only one file can have those classes and
functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
the same time subdivide the 'enums and data' page more which is a general
readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
check to ensure that functions and classes aren't omitted from the
documentation in future
* Normally SetEventID is synchronous and blocking, and will stall the UI while
it is processing. However we can at least pop up a progress dialog and allow
the UI to function (if not be interactive due to the blocking progress dialog)
when some other long-running task is delaying the processing on the replay
thread.
* If the last refcount on a python lambda/temp function is released when a
wrapping std::function is destroyed in a C++ invoke, we can't destroy it
safely. Instead we queue up that decref and process it the next chance we're
able (which is either when the current execution finishes for a python shell
execution, or on the next function call which handles extensions).
* This by no means replaces PySide2, but it allows python extensions to write
simple UIs without needing to rely on PySide2, which might not be available
(generally all windows builds have it as well as recent binary linux builds,
but local windows builds may not and most linux builds probably won't).
* If no capture is loaded after launching a program, the capture settings can
still be present and cause problems with future launches of applications
depending on the Android version.