* This is a minor optimisation when there are large numbers of bound resources
that are available (duplicated) to all shader stages. There's no point
fetching them when there's no shader bound there.
* This is a holdover from simpler binding times, these days it makes more sense
to omit buffers than try to hold onto those bindings even when they don't
contain textures.
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* Also added a script that can run as part of CI to verify that the docstring
matches, by generating a regex from the docstring documented parameter types
and return type and making sure we find a match within the C headers. This
ensures all parameters are documented with the right types, no extra
parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
mention a renderdoc type, they need to scope it properly.
* This prevents unnecessary conversions back and forth between rdcstr and const
char * when going through interfaces. In the OS specific layer this is rarely
an issue because most of the implementations don't convert to rdcstr, but it
is convenient to be able to pass in an rdcstr directly. The few cases where
there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
function, so can't return an rdcstr due to C ABI, so they still return a const
char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
and because that's one place where unnecessary conversions/constructions may
be impactful.
* One automodule in a file for our modules is way too much, so we split it into
files. Unfortunately this means that only one file can have those classes and
functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
the same time subdivide the 'enums and data' page more which is a general
readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
check to ensure that functions and classes aren't omitted from the
documentation in future
* We tune the pipeline state view and texture viewer to only iterate over a
small list of dynamically used binds in the (vastly more common) case where
unused binds are not being shown.
* This simplifies the code flow because we can be sure that we always have
cached read-only/read-write resources (this was true before, but now it's
clear).
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
will allow us to have the UI work better when encountering shaders with
unsupported capabilities or extensions.
* There was a race condition where the newly created HWND surface could
be resized during swap chain creation. This causes a
`VK_ERROR_DEVICE_LOST`, but is very timing dependent.
* The fix was to finish the resize, via `ResourcePreview::setActive()` /
`QWidget::show()` before scheduling any async functions that could
create a swapchain, namely `IReplayOutput::AddThumbnail()`.
D3D12Pipe now stores an array of root elements, each one corresponding
to a root element or range in the root signature. Migrated usage in the
D3D12 pipeline state viewer and PipeState retrieval of resources.
Restricted number of resource array textures displayed in the texture
viewer to prevent app hangs.
* We instead always have 3rdparty/ in the relevant include search paths and rely
on that. Each library still has its own unique base dir within 3rdparty to
clarify where the include is coming from.
Checks to enable debugging and pixel history are gated by the
APIProperties instead of whether the capture is D3D11. Shader
debugging for D3D12 is gated on a config option, which can be enabled
by adding "d3d12ShaderDebugging": "true" to the ConfigSettings
* The ShaderDebugTrace now only sets up the initial state of an opaque
ShaderDebugger handle.
* This handle can then be passed to a new function - ContinueDebug - to
iteratively return N more states. The number of states is implementation
defined and may be a fixed number or it may run for a fixed time.
* The states themselves no longer contain a complete snapshot of all variables,
but instead only the changed variables for that iteration. The changes are
stored as before and after value to make it easier to step forwards and
backwards (only the ShaderDebugState is needed to move forward or backwards,
you don't have to search back for the last set value of a variable to 'undo' a
change).