* This means it outputs natively/properly to stdout/stderr and its output can be
redirected with pipes.
* It does mean we need to be very careful whenever it's run internally to not
pop up a command window, which happens by default.
* This option will now toggle on the behaviour to fill undefined buffer contents
with a marker value, both if they're created without data (it will be zero
filled instead) or mapped with discard (it will keep the old contents
instead).
* There were too many hard to find problems or misconceptions about the buffer
filling for it to be useful. Now it will be opt-in instead.
* The existing android cmake file doesn't work with newer NDK releases, so we
have to use the provided cmake file. It should work in NDKs as far back as
version 14.
The screen doesn't refresh when changing between captures during replay on remote Android device because it fails to display the splash screen and the new preview window.
* This option has always been a mixed bag - when originally written captures
weren't compressed at all so saving the cost of a initial contents on a
gbuffer would have a significant savings.
* Now with compression the savings are lesser, and it's a source of
bugs/confusion for the case where either a bug is caused by leaking data from
the previous frame or worse still the contents are discarded incorrectly.
* D3D11 will now behave as the other APIs will - saving initial contents
whenever needed even if they seem like they might not be used.
* If android studio or other android tools are open when a package is
launched for debugging, they greedily jump on it and connect which
prevents us from connecting.
* If the export doesn't need buffers, we export directly from the loaded
capture file instead of re-loading it.
* Add progress bars for the load step so it shows what's happening
instead of looking stalled.
* Reduce compression rate on XML+ZIP buffers as it took too long trying
to compress when exporting large captures.
* This helps on android where we might fail to create the preview window
if our app isn't in the front, but we still want to let the base loop
know that we're done previewing and let it go back to the generic
splash screen.
* If we destroy them at the end of android_main we might destroy them
while the thread is running and cause incorrect code flows where we
try to join and restart the thread while it's blocking.
* Don't get me started on why android_main exits when you get alt-tabbed
away from...
* APP_CMD_INIT_WINDOW can be called when the application hasn't fully
shutdown, and the thread is still running. Hold a lock while we're
inside renderdoccmd() so that we know if the thread has exited or not.
* This would be easier if android had pthread_tryjoin_np()...
* On windows, the change in a global GIT_COMMIT_HASH define in each
project needing it meant a full rebuild every time the commit changed.
* Ideally we'd set the define only on one file in each project, but
MSBuild doesn't seem to support that. Instead we make a new tiny
project that compiles a single cpp exporting a global var, and
reference that global var in each other project.
* Mostly used for passing a progress float back during a long blocking
call like opening a capture or doing a copy.
* This is much more feasible for python to bind to.
* In several cases we just use a tiny lambda that updates a float anyway
since we can't push the progress directly into a progress dialog, but
need to let it query from a temporary in-between float.
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
* The UI dialog is now in Qt. We run qrenderdoc.exe with a very minimal
startup to display the dialog and send the report.
* The flow has been simplified to have less text and an easier time to
just click through and send.
* On the first report, the user is gently nudged to enter their email
address for contact and by default the email is saved for next time.
They're not nagged more than once about this.
* Optionally the user can select to upload the capture. This is always
default off, and there is a confirmation dialog making sure the user
intended to select it.
* After the bug is reported, a unique URL is generated and returned
which the user can then click back on to see if there's any update. By
default the UI will also remember the URL and check it every couple
of days and alert the user in the help menu that there's an update.