This sets the offset of the VariableTag for array members in the watch
window. This ensures they are sorted correctly when displayed.
This also adds sorting by sourceVarIdx if the memebers are
globalSourceVars which fixes the sorting in the High Level Variables
window for built-in Variables
* Resources will be given the ID to use on replay in order to match the original
IDs. Any internal replay-time resources are given the same namespaced IDs as
before.
* We add a new per-ID query to check if something is replay-only or not.
This fix avoids a NULL-pointer dereference when HasCounter() is called without
a preceding call to EnumerateCounters() for NVIDIA Nsight Perf SDK counters.
* When we replace a program, GL programs have *state* in the form of uniforms
and so must be updated each time even if we retrieve the replacement from a
cache.
* 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.
https://learn.microsoft.com/en-us/windows/win32/api/d3d12sdklayers/nn-d3d12sdklayers-id3d12sharingcontract
says:
> You may want to use this interface to enable diagnostic tools to
> capture usage patterns that don't use DXGI swap chains for
> presentation. If so, you can access this interface via
> QueryInterface from a D3D12 command queue.
Currently, this is implemented on the ID3D12Device. Implement
it on the D3D12CommandQueue as well.
Use groupId for the output buffer index to match the python
Only output results for workgroup 1,0,0
Do not reset test failing to false in check_compute_derivative_tests()
D3D12 WARNING: ID3D12Resource3::ID3D12Resource::Unmap: pWrittenRange does not point to an empty D3D12_RANGE and the heap type is D3D12_HEAP_TYPE_READBACK. Readback resources can be written by the CPU but there's not much utility. The rationale is that readback heaps are stuck in COPY_DEST state such that the GPU can never use what the CPU is writing. The range [0, 4194304) should be empty (Begin >= End). [ EXECUTION WARNING #929: UNMAP_RANGE_NOT_EMPTY]
Add any found external shader debug file as a tracked dependency.
If external shader file is not found on disk, try to find it in the loaded tracked file data.
Use the shader debug filename reference as the dependency nickname : this might be an absolute path, relative path or a hash.