DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
* The compiler could compile an entry point "foo" into an export "bar". We use
the exported name in most places as that's guaranteed to be unique by the API
and used for cross-referencing, but when recompiling we pass the original
source name as in the debug info.
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.
* This doesn't work for whole-pass mesh fetch, but and will cause
inconsistencies between single draws due to non-determinism, but should avoid
crashes.
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
Use Formatter::HumanFormat() to get consistent formatting and to apply the UI formatting configuration mode for Offsets and Sizes i.e. Auto, Decimal, Hexadecimal.
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
* This supports capture and replay of mesh draws, shader editing with printf
support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
* 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.
An orphaned window has a NULL parent.
An orphaned window is unable to be re-opened if it already exists in m_ToolWindows because when it tries to raise the existing window it does not have a valid parent
Previously, the SDK tooltip was inconsistent between the label and the
text field/button, with the latter incorrectly saying the location of
adb.exe should be used. There also was no description at all for the
JDK option.
I've copied the descriptions from the RDOC_CONFIG macros in
android_tools.cpp, which should make it easier to set these correctly.
The save capture modal message box could process messages which could delete a LiveCapture, the pointer had already been copied into a local list, then try to use deleted memory.
* If the remote host disconnects during the selection process we will no longer
have a valid connection, we shouldn't sanitise the resulting path according to
local filenames.
Fixed the problem that showing invalid shader resource in pipeline state viewer since v1.24
Revert "Hide invalid shader resources"
This reverts commit e62b6fa13d24bcd8c9d2e2109a140efe1c068736.
Hide invalid shader resources on D3D12