* We entirely skip over any instructions that don't have a source mapping. These
are assumed to be filler instructions or others that don't correspond usefully
to anything in the source.
Depth stencil resolve attachments were not being serialized and exposed in the pipeline state view. This change serializes the attachment id for the depth-stencil resolve attachment so that it can show up in the pipeline state view.
Update name of depth/stencil in pipeline viewer
Fix clang formatting
Update struct type
* Newly written shaders and any updated shaders can now use pre-defined macros
to abstract away binding differences between APIs, so custom shaders will be
more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL
won't break on vulkan because they refer to incorrect binds.
* This means if you're closing multiple connections and click 'no to all' when
prompting save of instead of discarding just the captures in that connection
then going on to prompt for the next, it discards all remaining captures.
- Add a new combo box and button to camera settings for mesh viewer
- Add a new dialog window for custom axis mappings
- Implement the axis mappings in gl driver (other drivers to come)
* We also add the ability to toggle on/off the replacement being active without
needing to intentionally add a compile error (and this also makes it more
explicitly clear when the shader replacement is enabled or not. This could be
useful for quick A/B testing between the edited version and the original.
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
* We need to update the scrollbar bounds first based on the current zoom level,
then change the scroll position. Otherwise the scroll will be visually correct
but the scrollbars won't match.
* If we save the current capture from a connection window we want to do that via
the main window so the UI can be properly updated and so we can save it
properly through the replay manager, so the old one can be removed safely.
* When using VS In we want to ignore the W component, but that already happens
explicitly for vulkan/GL in the shader. Mirror that same solution to D3D
instead of trying to force a 3-component format which may not be supported
(e.g. on AMD R16G16B16_*)