* Beta builds will be between nightlies and official releases in terms of
stability. Tested at least to make sure there are no obvious bugs, but
haven't been through 1-2 weeks stabilising period.
* Beta builds will upload crash reports, so I can get early warning of any
bugs that are creeping in on master.
* The fragments now correctly pass/fail depth so you won't see inconsistent
post-modification values. Precision will make this slightly incorrect
potentially, as we use D32 instead of the native depth size (as we can't
- D16 has no stencil version).
* Likewise this won't account for stencil failures per-fragment.
* Old method gave:
error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Instructions
calculating derivatives across pixels, and using temp storage or indexed
values for input coordinates, are not permitted within flow control that
has a branch condition that could vary across pixels. Opcode 53 (count is
1-based).
* It seemed related to taking ddx() of things like SV_CullDistance inside
the if(), so I refactored to not branch, and instead just avoid the
InterlockedAdd only and when not a hit it will just write to an ignored
element at the end of the UAV.
* GLenum enum now lists all GL_ before GLX_ and WGL_ to give priority for
string representation.
* Also dropped eGL_UNKNOWN_ENUM for eGL_NONE as it's a little friendlier
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh