* We can't assume ranges in root signature elements map to shader binding
arrays, there is a many:many relationship (one range can have multiple
elements, or only part of an array, one array can have multiple ranges).
* If we default to D3D11 at construction time, if we have persist data (very
likely) and it's for another API then we'll have to destroy the D3D11 viewer
and recreate the other API's viewer.
* 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 is still accurate, what we're missing is "read data as int, then cast to
float" which is represented by setting 'floatCast' to true. A normalized cast
or interpret is accurately represented by saying the input is snorm/unorm
typed.
* We can still highlight them as empty the same as we do for insufficiently
sized constant buffers, but we should display the proper resource contents.
* 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.
* We change to use VarType instead of CompType for signature parameters which
allows us to represent different types of variables beyond just
unsigned/signed integer and float.
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