* We need to use the bindpoint mapping to ensure we look up the correct usage
information. Also iterating over the unsorted shader resources potentially
gives us out-of-order bindings, so we resort by bindpoint (which was sorted
into binding order in the implementation).
* 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 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.
* 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.
* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
* On GL addressing modes are called wrap modes, and the wrap value is then known
as repeat. If we don't 'localise' this then it can be confusing to show that
it is "Wrap".
* 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).
* 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.
* This is the only way in GL to do rendering from one mip to another. We handle
it and display the whole texture even if it's temporarily constricted, and
display the mip state in the pipeline viewer.
* If the mip state is constricted at the start of the frame capture, only mips
0..MAX will be visible at all and other mips will be assumed to not be valid.
* This isn't relevant for Vulkan, but in GL it's valid to not specify a binding
and fetch it at runtime (and even if a binding is specified, it's not
immutable and can be changed).
* Similarly GL allows bare uniforms that aren't in a buffer, which we handle in
the same way by wrapping them into a $Globals UBO.
* Using the row index is not accurate when some input attributes are disabled,
because they won't match up to the original index in the attributes list.
* 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 means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.