* It was using the last bound render target, which could be empty if
state was reset before presentation. Instead we use the copy target
listed in the present drawcall as the actual swap buffer presented to.
* DDS will always save the format entirely literally, and the float
formats do not support alpha processing currently.
* TGA and PNG will either discard the alpha and write entirely opaque,
or they'll include it in the file. Blending to colour or checkerboard
is not supported.
* By renaming the renderdoc and renderdoccmd projects to something else
(say 'selfhost' and 'selfhostcmd') then they can be used to capture
renderdocui and the replaying that's happening.
* Only supported on development builds and might break down, but it's
handy to have as an easy to enable option.
* There's also a couple of handy python functions exposed -
renderdoc.StaticExports.StartSelfHostCapture(string dllname)
renderdoc.StaticExports.EndSelfHostCapture(string dllname)
which can be used to start and stop the capture around e.g. a shader
debug operation or a pixel history operation or something similar.
* Historically there was no bindpoint mapping so it was convenient to
just pad the cbuffers array so that the elements in it were indexed by
their bind point. It doesn't make any sense anymore especially with
D3D12's bind model, so just remove it and roll bind points into a
struct member.
* They also have the global shortcut ctrl-left arrow and ctrl-right.
* Also a couple of tweaks to find behaviour to act more intuitively to
what other applications do - allow F3/shift-F3 without the find box
highlighted, and don't clear out the find text when closing it.
The option launches a batch file that starts the apk in remoteserver mode,
as well as taking care of port forwarding.
Also have a batch file for manually starting and capturing an APK by its
package name. They are both copied to the TargetDir as a PostBuildEvent.
- Added the ability to select an external SPIR-V disassembler and to use
it for editing any of the shaders in the pipeline.
Tested with SPIRV-Cross (https://github.com/KhronosGroup/SPIRV-Cross)
Fragment, Vertex, Geometry, Compute shaders