* This includes an enum for unsupported (but recognised) image formats
instead of just a generic 'file corrupted' or misleading 'API
unsupported' error.
* This is primarily for vulkan, which supports either xlib or xcb (and
not necessarily both). GL still only supports xlib, windows and
android only support one system regardless of API.
* This should also support xlib again for fetching keystates etc.
* Previously it was treating maxfigures as the required length of the
fractional part, so you'd get a lot of pointless 0s. it should be the
number of significant figures, so we pretty much reuse the non-exp
formatter.
* In-application API is bumped to 1.1.0 as a new function pointer is
added to the end of the structure.
* This comes with some caveats - capturing a frame is fairly heavy
weight, so capturing a frame might throw off timing-related bugs you
are trying to capture in subsequent frames. If you know your bug is
every other frame though, capturing two can be a quick way to ensure
you get it.
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
* Since the Vulkan views are tighter and more strictly specified, we can
always safely use the view format (in the non-mutable case it must
exactly match the underlying resource's format).
* Only one major piece of functionality is unimplemented and stubbed out
- WriteToSubresource and ReadFromSubresource in concert with passing
a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
* 99% of the time, you'll only have localhost and the application will
be running on the first ident checked which will return a valid socket
almost immediately.
* Instead of continuing to search through each valid port before
returning valid data, we change the enumerate function to just find
the next valid port and return - so we can update the UI as soon as
we have the first result.
Notes
======
- Added statistics recording for shader sets, blend state sets, depth/stencil state sets, rasterization state sets, and output merger/UAV sets.
- Some muddling of things like UAVs into the outputs set... additional "null" sets will be recorded and things, will clean that up in a future change.
- Added missing CS SRV set to the resources statistics.
- Added GetFrameStats() helper to simplify some prolog boilerplate.
- Hoist some of the histogram code out into a helper method, also hoist out the API summary to try to clean that messiness up.
- Change how the API call numbers are calculated--it's now just the API calls as distinct from draw/dispatches. Additionally the ratio is gainst the "pure" API call number, not with draws/dispatches included.
TODO
======
- Figure out where the missing ~4k API calls are in my game captures vs the numbers I'm seeing.