* This is primarily useful for HLSL on Vulkan, but could be used with any other
combination. If multiple tools can perform the conversion, the highest
priority one is used.
* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
* Instead of having an N:N mapping of parts of variables to parts of registers,
instead we gather everything together under each variable and it has a list of
registers that comprise it.
* Any gaps are represented as undefined register mappings, for components that
aren't available in any register.
* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
* Previously we were relying on the pipeline info create to initialise
the reflection for an entry point, now we do it on demand wherever it
is needed.
* This is a bit less ambiguous and less confusing in the case where
someone is expecting a "compile" type button instead of "save changes"
type button.