* Normally a mesh rendering replay output would do this implicitly when
an event is selected, but if accessing purely through script this may
not happen, so we should initialise it ourselves here.
* If it's already init'd, it's almost free to call again.
* We were already fetching and compacting vertex buffers so this wasn't
as big a change as expected - it just needs to expand out e.g.
R16G16B16A16_SNORM to R32G32B32A32_SFLOAT so that it can be created
as a texel buffer (where the former may only be supported via fixed
function vertex inputs).
* Previously we were relying on the pipeline info create to initialise
the reflection for an entry point, now we do it on demand wherever it
is needed.
* This way it's uniformly supported, so e.g. we can still get it when
the replay itself is running on android.
* To do this we just pass the 'raw' bytes, which contains the whole blob
needed for disassembly. This means a little extra work to disassemble
D3D blobs by doing a tiny parse of the DXBC.
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
* Previously once we started loading a capture we'd blindly continue
until we loaded it (and then it's assumed to be successful), or we
crash.
* Now errors can be reported during serialisation and bubbled up to
abort the file load process. The next steps are to add error checking
in each function serialise before doing any replay calls to the API
with potentially corrupt data, and on top of that catching API-only
errors when the serialisation is (seemingly) fine, and propagating
those in a reasonable way.
* We also harden the serialisation a bit so that if it reads an
obviously invalid byte length for a buffer or array count, it won't
continue. It's still not perfect as the sizes could still be large and
invalid but within range, but it should catch the worst cases.
* This provides a way to find the name of any resource besides 'special'
resources like textures and buffers. In a follow-up commit, the names
will be removed from their descriptors.
* It also allows us to list which chunks in the structured file were
used to initialise the resource, giving the ability to look up and
display the initialisation parameters.
* At the same time we also list the derived/parent resources to better
allow the user to browse between related resources.
* When opening a capture file, a format is now available to allow
easy import from another format without a completely different
interface. Only rdc files can be replayed, but any other file can
load and access structured data through the same interface.
* The replay initialisation and capture writing interfaces also use the
RDCFile instead of passing filenames or Serialisers around directly.
Driver initialisation parameters are now entirely private, and don't
need to be exposed - any agnostic metadata like thumbnail, driver, etc
are all accessed via the RDCFile container itself.
* Callstack resolution is now part of the container file, not the
back-end via way of its Serialiser.
* Importers/Exporters to other non-RDC formats are registered in a
similar way to replay/remote drivers.
* It is also then possible to construct an RDC file from thin air, by
creating an empty RDCFile container and filling it with data, then
requesting it to be written to disk.
* Since these types are more prevalent than originally designed, it
makes more sense to remove the namespace for ease of typing/naming.
* Also add a specialised type 'bytebuf' for an array of bytes.
* This makes mapping easier to SWIG since there's no special casing for
namespaced arrays. Especially so for nested cases like
rdctype::array<rdctype::str> -> rdcarray<rdcstr>
* For the most part the interface is stl-compatible, but we have a few
little changes of our own for convenience.
* This class is still needed after deleting the C# UI, because we don't
want to pass C++ stl structs over module boundaries and possibly run
into hard to diagnose incompatibilities.
* For D3D this is overkill as we just stuff the uint32_t flags into a
string. However for SPIR-V this will let us store the parameters from
an OpModuleProcessed.
* There was no good reason to have a flag indicating if the special
format was valid or not. Now it's a single enum, with a value
'Regular' indicating that the compCount/compWidth/compType fully
describe the format itself.
* This makes code patterns easier as you no longer need to check for
special then check for specialFormat, you can just test the type
directly.