The option launches a batch file that starts the apk in remoteserver mode,
as well as taking care of port forwarding.
Also have a batch file for manually starting and capturing an APK by its
package name. They are both copied to the TargetDir as a PostBuildEvent.
Notes
======
- Create a (hopefully) cross-backend performance statistics abstraction as part of FetchFrameInfo. This currently collects statistics about constant buffer binds, sampler binds, resource binds, client and server style resource updates (e.g. Map and UpdateSubresource), index & vertex buffer binds, and draws and dispatches. In my captures this covers approximately half of all API traffic. The rest is often shader sets, and then usual RS, OM, etc., that aren't currently tracked. During READING state parsing on the wrapped device context, record statistics about the calls and store them into the current frame info. We inspect objects occasionally to get things like their type for recording. It may be useful to expand this in the future to check bind types, etc. On the GL/Vulkan backends the stats data is never initialized and we display the same statistics data as before.
- Add a new statistics pane in the UI. A variety of shim arbitration/marshalling is provided to get the statistics data across the managed/native boundary. Removed the old statistics menu item. Currently the statistics pane is just a text log of various gathered data, with ASCII art (woo!) histograms. However in the future we would like to have image based historgrams as well as support for gathering statistics on a mask of stages, etc.
- Remove 'diagnostic' events (e.g. push/pop/marker) from the API call count as it distorts the API:draw call ratio.
- Add _First and _Count to ShaderResourceType and ShaderStageType for weak enumeration (weak due to int cast requirement).
- Provide utility functions Log2Floor for 32 and 64 bit types. These require OS specific clz, which are provided for Windows/VS and Linux/gcc/clang.
TODO
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- UI toolkit based historgram, ability to set stages enabled for statistics, etc.
- Revisit necessity of gathering statistics across frames--apparently there is no multi-frame capture in a single log anymore?
- Revisit min/max/etc. gathering on the data--is there some way to improve this to not be so mechanical? Perhaps with field enumeration? However if moving to C++/Qt in future, possibly not a good time investment.
* I doubt anyone will notice the file->open filter unless they look for
it so it's no good for 'discovering' the image viewing capability, but
it might be convenient for people who know about it.
* This will allow the adding of things like 'redundant api call' for calls
that have no effect, as well as potential problems like drawing with an
empty viewport, or similar things that are common problems. Reading out-
of-bounds on buffers etc is a good example of 'defined' behaviour that
is probably not desired.
* These heuristics could also identify potential performance problems.
* It also supports adding debug messages after log-load time, so you could
do an additional extra-strength pass, or do a detailed check of one
draw call (e.g. a broken draw, to try and figure out the problem). If
there are any unread debug messages, the status bar will flash and the
debug messages window will show a count as (N).