* For vulkan debugging where high-level variables are not scattered amongst
vectors, there's no point in having the whole tree expanded for source mapping
struct-to-struct or array-to-array.
Previously this data was a reference to the current pipeline state, so
when the selected event changed, the ShaderViewer's bindpoint mappings
would be inaccurate.
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.
* If we have a given view length that fits in the buffer, we shouldn't apply the
offset before clamping. Instead we apply the offset on the buffer length if
that's what we're using as our size.
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.
This is an alternative to
https://github.com/baldurk/renderdoc/pull/1768 suggested by baldurk.
I found that for some reason when cross compiling, the qrenderdoc
CMakeLists.txt was failing to see the include-bin executable that
renderdoc should have built.
Apparently the .py.c files were no longer required for qrenderdoc, so
removing it also fixed the issue I was seeing.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
* This allows persistent config storage and registering tweak variables that
works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
version releases. This allows for debug-logging tweaks that are available in
all builds (including nightly builds) for diagnostic purposes, but have zero
overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.