* When creating a program with glCreateShaderProgramv it implicitly acts
as if the shaders are detached and deleted after linking. This means
it cannot be relinked again.
* However the only time we need to relink a program is when we are
copying across fragdata and vertex attrib bindings in case they were
changed from creation - but for the same reason that we can't relink
a program to apply them, the application can't either - which means
the data must be unchanged from creation, and so the copy is not
needed.
* Originally when I added the EXT_dsa emuluation, I targeted it
specifically to only those functions that I call outside of the replay
loop, for internal analysis purposes. For that reason the emulation
was only applied to a separate hookset, and only during replay (not
during capture).
* However this doesn't account for some of the streamlined serialisation
of functions like glBufferStorage, glBufferData, etc. To simplify
code paths, I 'promote' all variants of these types of functions to
the EXT_dsa variant (except ARB_dsa for texture functions which is
actually different by not requiring the texture target parameter).
* Note: most of these functions were emulated already (except three -
glNamedBufferStorageEXT, glTextureBufferEXT and
glTextureBufferRangeEXT) but on replay we didn't use the internal
hookset, just the normal one, which was not emulated.
* Rather than try to decide when these should use the internal hookset
and when the regular one, or switch them all over to the internal
hookset, instead re-evaluate the reason for a separate hookset in the
first place: Emulating functions separately means the original func
pointers are returned during capture time, for unsupported extensions.
* However mesa has proven that unsupported extensions don't have to
return NULL, as it's undefined what they return - they should not be
called if the extension isn't available. So in actual fact there's
little harm to be done by emulating in-place and returning some
different pointers to the application. In the worst case, they get a
bit of EXT_dsa emulation themselves.
* There's a minor conflict over GL_ACTIVE_PROGRAM_EXT being defined to
different values in GLES and GL extension headers. Since in the GL
extension header it's defined to the value that eventually became
GL_CURRENT_PROGRAM we remove that define.
* This avoids rebuilding swig every time if some internal cpp in the
renderdoc target changes, but will still rebuild it if the interface
headers change.
* It seems like even running the simple check to see if we need our
workarounds can completely break intel's driver and lead to infinite
hangs later. So instead we just assume these hacks are always on for
intel drivers.
* Added a couple of utility macros to help with the conversion. lit() is
paired with tr() for untranslated text.
* QFormatStr is more explicitly for non-textual formatting strings.
* Both are just #define'd to QStringLiteral()
* It's annoying to have the constant buffer view reset and collapse
everything, especially if moving between draws where the variables are
the same because the shader hasn't changed.
* We can just compare the previous set of variables to the new set and
if the types and structures (member variables etc) are the same, then
just update the values in-place.
* In CMake this is easy as we're already passing it through sed, but
in msbuild it's a little more complex as we need to write a little
in-line C# code to read out the version number and replace the
* We also update the JSON generation for layer registration on linux.
* By default VS creates a huge section of properties copy-pasted for
every Configuration|Platform combination, which is almost all the
same for each one.
* We instead create a common section with most of the properties that
are fixed, and then override/add to them for the few that vary (e.g.
optimisation settings for release, preprocessor macros).
* We used to ignore C4512 but we no longer need to.
C4100: 'identifier' : unreferenced formal parameter
C4512: 'class' : assignment operator could not be generated
Previously the allowed extension list was set when the
WrappedOpenGL driver was created. However at that point it is not always
clear if we are in GL or GL ES mode.
* Tacking -official onto the git hash was a hack only needed on windows,
and since we want more information it doesn't scale.
* Instead we track anything we need to know about the version in
separate variables, like whether it's a stable build or a nightly/
local build. Or if it's built by a downstream distribution then the
version number for the downstream build.