There is no action associated with clicking the button itself, only for
the menu associated with it. Using QToolButton::MenuButtonPopup means
that the majority of the button is for the button's own action, and
there is a small arrow next to the button that shows the menu. Since
there's no action, this means that the small menu arrow needs to be
clicked each time instead of the big button, which is annoying.
QToolButton::InstantPopup instead always shows the menu (though it
doesn't have the arrow indicating a menu exists, although this is not
particularly important).
InstantPopup is also already used for the "Insert" button used when
editing a custom shader for the texture viewer. MenuButtonPopup is used
in many other places throughout RenderDoc, but they are all save or
export buttons where there is a meaningful default action.
* We also add the ability to toggle on/off the replacement being active without
needing to intentionally add a compile error (and this also makes it more
explicitly clear when the shader replacement is enabled or not. This could be
useful for quick A/B testing between the edited version and the original.
* We split stepping for source debugging into step over/into/out depending on
how it handles function calls. Step Into is the same behaviour as before - it
steps to the next source line executed regardless of if it's inside a function
call. Step Over is similar but will not enter function calls. We define that
as the callstack growing (so staying the same or shrinking - returning from a
function - is OK), and this is as accurate as the underlying debug
information. Step Out will run until the callstack shrinks, i.e. returning
from a function.
* This is a slight behaviour change of keyboard shortcuts - F10 was effectively
doing step into and will now step over. F11 will step into which is the old
behaviour.
* All these variants have backwards versions, and to remain consistent we keep
the shift modifier as forwards/backwards. This differs from visal studio where
step out is shift-F10.
* The seems like the best balance - using any other variant would likely confuse
muscle memory of anyone used to visual studio (where these shortcuts are
intended to mimick), if only because F10 would be step into whether or not F11
is used for step over or some other key which would likely be even more
confusing either way. Trying to twist to use Shift-F10 for step out would be
inconsistent with the other backwards running operations and likely cause more
confusion than it saves in matching VS's shortcuts exactly. Also an accidental
Shift-F10 is not too destructive, the user can realise it didn't Step Out
forwards, and press Ctrl-F10 or look up the button.
* The hope is that most likely people doing source debugging and familiar with
these keys expect F10 to step over, so the previous behaviour was unexpected
but easy to work around, and that changing the meaning of the key won't
disrupt them. Or at least the disruption is less than other alternatives.
When a resource is accessed, it is now tracked by the debug step. The
shader viewer has a new panel to display resources accessed up to the
current step, with context menus to go to previous/next access of a
specific resource.
* cbuffer and input registers no longer have any names elided into them, they
are 'raw' registers. The source mapping provides the information of where they
come from as best as possible.
* Since we're now using source-mapping for constants, fix some source mapping
issues with arrays, nested structs/arrays, and matrix major-ness.
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
* This is a bit less ambiguous and less confusing in the case where
someone is expecting a "compile" type button instead of "save changes"
type button.
* This was only added because the default tree widget controls don't
render any grid lines. Now that we're custom drawing them, the row
colors are distracting and can be confusing on themes where the
selected row is very faint.
* Since we're promoting everything, we reset the behaviour of
RDTreeWidget so that it's not doing anything different by default.
* RDTreeWidget's interface is a bit different, exposing some useful
things like a single selected item and so on.
* We also can't set columns in the Qt Creator UI anymore, so we set them
from code.
* Unfortunately scintilla assumes its headers are all in the search path
so where possible we only add those folders when compiling scintilla
source, not our own.