* The docs now explicitly tell people how to write UI scripts, then UI
extensions, with as quick a start as possible, and go into detail in later
documents. Use of the python module directly is also not featured prominently
as this is a rare use-case for casual scripting needs.
* The worst one was Persistant -> Persistent. This involved renaming
PersistentConfig but the impact of that is considered minimal enough to be
worth fixing.
* In a previous update in 2021 many copyright ranges were truncated
accidentally, and some files have been copy-pasted with wrong years. These
dates have been fixed based on git history and original copyright messages.
ShaderDirectAccess is used to reference resources which are accessed directly from the Shader (not via a direct binding). Shader resource references using direct binding are stored in ShaderBindIndex.
DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
New 'Exploded' visualisation mode in BufferViewer with new exploder controls
hidden when not in 'Exploded' mode.
Change 'solidShading' and 'solidShadeMode' to 'visualisation' and
'visualisationMode'.
Hide the 'highlightVerts' widget when using 'Exploded' vis for both
real-estate and practical implementation reasons.
Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered
* The enums are given after compute, to preserve indices for the normal vertex
pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
into the `Drawcall` type. This will allow them to be distinguished by API
backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
a couple of empty array entries but it should not cause any significant
issues.
* Shader messages will be identified by group and thread as with compute
shaders. For mesh shaders there is an additional subdivision to identify them
by task group, since each task group can submit a grid of mesh groups.
Fix the following errors in the sample code:
AttributeError: 'renderdoc.ActionDescription' object has no attribute 'name'
NameError: name 'window_callback' is not defined
This is supported by OpenGL, and on Vulkan with
VK_EXT_primitive_topology_list_restart. On Vulkan, all drivers are
known to support this even without
VK_EXT_primitive_topology_list_restart. On D3D, primitive restart is
only supported for strip topologies.
Previously, RenderDoc specifically disabled primitive restart for
non-strip topologies. In this change, that is no longer done. If the
app enables primitive restart, so will RenderDoc behave accordingly. It
would be the responsibility of the app to avoid primitive restart if the
API doesn't allow it.