* An array of resources like SamplerState foo[8]; or Texture2D blah[8];
show up as one entry in the reflection data, so need to be expanded
out to several entries.
* Normally it's OK to overlap two resources in the same bind, as long
as only one gets used - this doesn't matter to us since only the used
one will show up in the reflection data. Unless there's an array e.g:
SamplerState foo[8] : register(s0); // [0] and [5] used;
SamplerState bar : register(s3);
in which case foo[] appears in the reflection data for the sake of [0]
and [5], and bar will appear too (causing an overlap between foo[3]
and bar. Since we know the reflection data is unambiguous, we
prioritise individual entries over array entries by listing them
first and using the first match for any bindpoint.
* External users identify the D3D11 frame capturer by the ID3D11Device *
but if we don't do that cast explicitly the returned pointer is not
correct to what is returned to the user on device creation.
* Normally the cbuffers when listed in resources (to give the bind point
info) and the cbuffers listed with their variables are not necessarily
in the same order, so we match them up by name. It's possible to get
multiple cbuffers with the same name though, so in this case we just
have to assume they come in the same order in both lists.
* We do this by appending _s to each duplicate name (so handling many
duplicates) in both iterations.
When assigning to the void** output parameter in QueryInterface, ensure
that the pointer written into the output is a COM pointer by casting to
the correct branch of the multiple inheritance.
As commit 2558b2cde introducing this functionality claims to return an
IUnknown*, so does this commit.
* Still leaving some upper limit so that typos don't result in a zoom
level of something crazy.
* This also allows 'fit to texture' to zoom in more, but I'm OK with
that.
* The DXBCFile* is new'd in the wrapped CreateShader function and passed
to the wrapped shader instance, and ownership of the pointer lives
with the ShaderEntry in WrappedShader::m_ShaderList.
* On destruction when a shader removes itself from that list, the
DXBCFile* is deleted.
* The same lifespan applies to the ShaderReflection*
* In extreme cases a program can create lots and lots of unique short-
lived state objects, we cache them all and run out of the 4096 state
objects that can be around, then further creates fail out.
* To handle this, if we have 4000 total state objects, we release any
that are purely being held by us (not the program). This isn't an
ideal solution but it's quite simple and non-invasive, and only has
a slight impact on rare Create calls.
* Most programs will either create a few up-front (as intended), or at
worst create a few dozen or even few hundred then re-use them as they
are cached.
* D3D11 you query for interface with UUID of
{A7AA6116-9C8D-4BBA-9083-B4D816B71B78}. It's just IUnknown*
* GL implements GL_EXT_debug_tool with spec here:
https://renderdoc.org/debug_tool.txt
with DEBUG_TOOL_EXT #define'd to 0x6789, DEBUG_TOOL_NAME_EXT to 0x678A
and DEBUG_TOOL_PURPOSE_EXT to 0x678B. For now, reporting this ext is
enough to identify RenderDoc.
* To align a buffer inside a chunk to a wider boundary like 32-bytes in
this case, the chunk needs to be aligned and the buffer within it also
needs to be aligned.
* The utility function accounts for the buffer serialised having a
uint32 length in front of it, so it pads out until that will be at
the desired boundary. This is a bit of a messy solution, but the
easiest way to ensure the padding is there while being easily
backwards compatible with old logs without the padding.
* D3D11 and GL serialise versions are bumped, D3D11 version is backwards
compatible, GL breaks compatibility.
* Crash upload fix
* If a vertex is the strip restart index (displayed as "-1") or is
reading out of bounds of the index buffer (displayed as "-") then we
should still allow vertex debugging to go ahead, as if the index were
just 0.
* This should in theory be impossible as you can't create a view that
points to after the number of slices, and we always make a list of all
slices, but there was a crash report here so for now we'll just clamp
so that it doesn't crash completely.
* Fixes a reported crash.
* This function was only core in 4.2 so it's perfectly valid for it to
be missing - if so then we just skip using it to determine the size of
a format and default to 8-bit colour or 32-bit depth/stencil formats.
* The core class is now responsible for tracking the active window and
cycling through, so it can cycle through multiple APIs.
* For GL we only set up associations for capturable windows, and only
those that present (since helper windows are often created). Since
GL doesn't really have a 'this window is done rendering' call, we just
decay old windows that haven't presented in >5 seconds.
* Also on GL, legacy/uncapturable windows aren't associated so they will
not cycle to at all.
* The embedding API now expects a device pointer and window handle to
set active window or start/end a capture. You can still pass NULLs if
there is only one API active.
* Previously if a temporary log was saved once, it would be moved there,
so the user could in theory delete it and lose the only copy of the
log.
* Now the temporary log is held until it's closed in the UI, to be able
to be saved again. If the user saves the log though, this will stop
any "unsaved log" prompts in the main UI window, so there is nothing
stopping the user from saving the log, deleting that copy, then
closing and they'll lose the log without prompt.