For Xcode set the output directory to be the same for all configurations
By default Xcode puts binary and library outputs in a different folder per configuration
Support for Xcode project generation.
Distinguish object file between .cpp & .mm versions.
Xcode project build did not work when had the same source file with .cpp and .mm extensions ie. vk_apple.cpp & vk_apple.mm
The makefile generator explicitly distinguishes the targets ie. vk_apple.cpp.o & vk_apple.mm.o
Support for Xcode project generation.
Distinguish object file between .cpp & .mm versions.
Xcode project build did not work when had the same source file with .cpp and .mm extensions ie. cgl_platform.cpp & cgl_platform.mm
The makefile generator explicitly distinguishes the targets ie. cgl_platform.cpp.o & cgl_platform.mm.o
This includes updated header files, which needed minor local tweaking to
remove an intermediate directory from the include path, and to disable
the <vulkan/vulkan.h> header from being included in gpu_perf_api_vk.h.
All entrypoints and some datatypes were renamed in the latest version,
but functionality remains the same.
Includes support for new AMD Radeon RX 6000 Series graphics cards.
* This is a significant optimisation, otherwise Qt will iterate over every event
and get its size, which can be expensive with the events being rich text
strings.
* This option (in spite of large warnings) continues to be a pitfall for new and
experienced users alike, trying to use process injection without good reason
and getting into trouble when it breaks.
* If we load any dxil with any dxcompiler, sometimes the compiler will not
function. So if we find a dxil the highest priority is finding a dxcompiler
right next to it which is presumed to precisely match and be compatible.
* We need to use the bindpoint mapping to ensure we look up the correct usage
information. Also iterating over the unsorted shader resources potentially
gives us out-of-order bindings, so we resort by bindpoint (which was sorted
into binding order in the implementation).