* The old code in m_RangeMax/m_RangeMin setters wasn't doing proper
epsilon enforcing so min=max could end up happening. It's easier to
set both at once (this is all we care about anyway) so that it does
properly make the min and max distinguishable.
* There were two bug reports of NullReferenceException on line:
hoverWin = m_HoverNode.OwnerView;
* Which doesn't make sense since m_HoverNode must be non-null to go by
the lines above, and all the callbacks should run on the UI thread so
it can't be a race.
* Caching locally and checking for OwnerView/ListView being valid might
fix the crash. Hopefully!
* Tweaked flycam a bit too, but not much.
* Refactored the API/C# side camera classes to avoid exposing a ton of
stuff just to do relative rotations in the arcball via quaternions.
* The arcball lookat position can also be dragged with alt-click or
middle click.
* Also supports other elements as position not just magically-selected
"POSITION" element.
* Should mean the 'target' of the render target will be selected by
default now when clicking to an event, without annoyingly switching
away from what you were looking at.
* I don't know if this is particularly justified, but I think square RTs
are much more likely to be 'data' RTs updated each frame, not leftover
frame data that will be overwritten. That I know of, there are no
square resolution output displays (they're always portrait or
landscape and rectangular).
* This is kind of arbitrary at the moment, but in future when D3D12 and
Vulkan drivers appear, not everyone who builds RenderDoc will want to
build all drivers, so making them separate projects makes it more easy
to disable/remove them.
* This fixes shader editing when the entry point file wasn't the first
in the list.
* Might need better detection of the main file than just searching for
the entry point substring - could produce false positives in other
files in a comment or #define or something similar?
* This will easily let an application tell if an instance of the replay
UI is currently connected, and if not launch it and connect. Good for
integrating renderdoc somewhere where you can trigger a capture, and
then have the replay UI pop up to either connect live, or open the
most recently log.
* Some naughty applications assume refcount will hit 0 if they release
all references but keep the object bound to the pipeline, so for
compatibility's sake we preserve this behaviour
* To simplify things we assume there won't be any user swizzling on
luminance or alpha textures, and just apply our own to emulate rather
than attempting to store & stack them.
* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
show up as one entry in the reflection data, so need to be expanded
out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
as only one gets used - this doesn't matter to us since only the used
one will show up in the reflection data. Unless there's an array e.g:
SamplerState foo[8] : register(s0); // [0] and [5] used;
SamplerState bar : register(s3);
in which case foo[] appears in the reflection data for the sake of [0]
and [5], and bar will appear too (causing an overlap between foo[3]
and bar. Since we know the reflection data is unambiguous, we
prioritise individual entries over array entries by listing them
first and using the first match for any bindpoint.