* This most commonly happens launching an Android program that takes a
while to launch, or if you're launching a program with the delay for
debugger option set.
* Instead of the whole UI hanging, you'll get a progress dialog to
appear while it's waiting.
* Always at least pick the current instance, even if no others are
visible
* Only apply to VS output picking. Inputs either don't vary with inst ID
or are trivial (all verts identical) depending on the element selected
* Respect the currently selected element instead of always picking
the position output
* If we're selecting a different instance, we have to queue the vertex
selection because otherwise the refreshing of rows breaks it
* I received a few crash reports with a disposed buffer viewer still
doing work. My theory is that some operation took long enough that the
user was able to close the viewer (perhaps *because* it was taking a
long time) and subsequent work then didn't handle the window having
been closed.
- ShaderDebugState now carries a 'flags' that can be updated when the interpreter is run. Currently supported flags are 'sample/load/gather insn' or 'insn generated nan/inf'.
- DXBC interpreter now pushes operation type into results for simple intrinsics. This avoids the situation where temp decls are by default uint-typed, and any arithmetic operation on float or double operands would result in a uint shader variable. Other intrinsics are largely correct because they create temporaries with appropriate typed constructors.
- Provide icons for user interface elements, based on the existing 'run to' icons with modifications by myself.
A canonical UI paradigm is that when you have a dialog with a list of
items as a central element and an "Ok" action, double-clicking the item
results in the dialog confirmation.
This change adds this behavior to the Capture dialog.
* 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.