This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart. On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart. On D3D, primitive restart is
only supported for strip topologies.
Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies. In this change, that is no longer done. If the
app enables primitive restart, so will RenderDoc behave accordingly. It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.
* There's no reason to make users aware that the mesh viewer and buffer viewer
are implemented in a common way, they are very different and should be
documented separately.
* This hasn't updated the buffer viewer documentation with the recently added
features.
* 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.
CMake version 3.20 or higher (needed to support Xcode project generation)
clang version 12.0 or higher (needed to support arm64+x64 universal binary compilation)
XCode 12.2 is the oldest version which includes clang version 12.0
* When a port is specified (with the usual :12345 suffix on the hostname) we use
that for remote replay connections. We disable target control enumeration
since that requires a port _range_ and captured applications self-assign those
ports. Those can still be accessed via a normal unsuffixed remote specifier -
even if there is no remote server running on the default port.
* 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.
* We also add the ability to toggle on/off the replacement being active without
needing to intentionally add a compile error (and this also makes it more
explicitly clear when the shader replacement is enabled or not. This could be
useful for quick A/B testing between the edited version and the original.
* We used to allow applications to call vkFlushMappedMemoryRanges on coherent
memory to manually annotate regions of memory that are changed in persistent
maps, thus avoiding the overhead of RenderDoc needing to check for changes on
each submit.
* Unfortunately this means that if the application calls flush wrongly then
changes will no longer appear, even though the application was completely
correct, if misleading, since by the spec behaviour vkFlushMappedMemoryRanges
is a no-op on coherent memory so incorrect calls to it make no difference.
* Since applications making use of this are rare or non-existant we just remove
the optimisation.
* This is a deliberate break of compatibility since the field is now often
empty, for non-markers. This means code will get a more explicit error when
the name is being referenced, so it can be updated to fetch the name it needs
as needed.
* 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.