* Most cases don't have other text together with a ResourceId, so handle an
isolated ResourceId specially and manually render it.
* Further work - we could cache the name the same way as the RichResourceText
does. So far it doesn't seem to appear on profiling.
Renames the "cont.d" column in the Pipeline State window to
"Additional". This is a less confusing title then the contraction.
Adds a "(VK_WHOLE_SIZE)" annotation after the range if VK_WHOLE_SIZE
was used, and an "(empty view)" annotation if the range is empty.
These annotations are intended to help diagnose incorrectly filled
buffer descriptors.
When selecting a draw with a tessellation evaluation shader using
layout(quads), RenderDoc would emit an "Unexpected output topology"
error.
Additional changes:
* Fixes a typo in the VK_EXT_transform_feedback name in various debug
prints.
* Renames the "GS Out" 3D View tab in the Mesh Viewer to "GS/DS Out",
to match the corresponding table. This affects all APIs.
* The apk targets api level 21 which is 5.0, so it still won't install on
anything older.
* We pop up a big warning to the user the first time they try and select such a
remote host.
* We now push everything mutable about the draw data configuration into a single
struct which we copy around (the actual buffer data remains refcounted and not
copied). This means that we don't have one thread still trying to do things on
a model which is being updated on another thread.
* If we have multiple bindings aliasing the same slot, we want to keep going if
the first one we find is unused to see if the slot is aliased with one that
*is* used. We'll still use the last unused one if we don't find any used at
all (and with aliasing any one we pick is as valid as another).
* This invokes run_tests.py with any arguments but specifies the renderdoc
module and python module paths automatically. Only works if built within the
project repo itself as otherwise it won't locate the test script
* We also fix a number of issues that could cause incorrect formats to be
generated.
* Test cases added for D3D11/GL/Vulkan to test different struct types. These
aren't automated at the moment because most of the code they're testing is in
the UI itself.
* On replay on macOS we use NSOpenGLContext so we can render to windows.
* We have two windowing systems on mac - one for Metal compatible outputs and
one for OpenGL compatible outputs.
* For D3D11 byte offsets are always uint32 aligned, but for other APIs that's
not guaranteed. Storing a byte offset is strictly more expressive and a lot
simpler to reason about.