* We're somewhat trying to match Qt's behaviour here, as we want to ensure that
the items are always sized as if they have space for an icon when
ignoreIconSize() is true. In this case there's a +2 added "to avoid icons
overlapping" but only after the decorationsize is max'd with the font size. In
cases where the font is bigger than the icon, this is important.
* Fake markers now need a real event ID. We don't want to have to remap all
events in a capture between UI and replay driver, so instead we assign non-
contiguous events above the normal range and expect the UI to handle it.
* On all APIs when depth is disabled the writes are skipped as well. Explicitly
set the function and write state to say that they are disabled.
* This also papers over a weirdness on D3D11 which has confused a couple of
people, where the retrieved desc with GetDesc() on a state object can be
different to the one it was created with when you set ignored parameters -
like the depth function with depth disabled.
Hardcoded to Code, Styles, Widgets, Windows *.h*, *.c*, *.m*
These files are not built by Xcode.
They are in the Xcode project to support browsing qrenderdoc source code.
Capture the PATH variable at cmake invoke time and store in the cache.
Use the captured PATH variable for the make based build targets custom_swig and QRenderDoc.
This fixes the problem on Apple Silicon that the Xcode PATH does not include the default homebrew paths (/opt/homebrew/bin /opt/homebrew/sbin)
Restrict the schemes to match the configuration on the cmake command line
Disable Debug Document Versioning
Specify the executable path for build-qrenderdoc target
* This is a significant optimisation, otherwise Qt will iterate over every event
and get its size, which can be expensive with the events being rich text
strings.
* This option (in spite of large warnings) continues to be a pitfall for new and
experienced users alike, trying to use process injection without good reason
and getting into trouble when it breaks.
* We need to use the bindpoint mapping to ensure we look up the correct usage
information. Also iterating over the unsorted shader resources potentially
gives us out-of-order bindings, so we resort by bindpoint (which was sorted
into binding order in the implementation).