* This is a deliberate break of compatibility since the field is now often
empty, for non-markers. This means code will get a more explicit error when
the name is being referenced, so it can be updated to fetch the name it needs
as needed.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
* Fake markers now need a real event ID. We don't want to have to remap all
events in a capture between UI and replay driver, so instead we assign non-
contiguous events above the normal range and expect the UI to handle it.
* All drawcalls now contain events, even markers. We no longer add virtual "API
Events", it gets added to the marker pop or command buffer close.
* Note that we will still default filter out marker pops, meaning this is a
slight behaviour change as API events will no longer be easily selectable.
However we're adding the ability to show all events which will be preferred.
* If an object has enoug children, the lazy generator can take multiple seconds
on e.g. android to fully populate. This is a long enough stall to cause the
host side to timeout while waiting for the next piece of data. Instead of
populating everything up front before starting serialising, we now populate as
we go for each child, so that there's a steadier stream of data and avoid any
timeouts.
* The D3D12SDKLayers needs to match the D3D12Core, so we save both when possible
(the SDKLayers dll might not be loaded during capture but it should be next to
the D3D12Core. On replay if we have one we put it next to the D3D12Core we're
using for replay, and if not we forcibly disable debug otherwise we may crash.
* Most remote replay links are slow enough that the lag introduced by
synchronously fetching and displaying these thumbnails would be annoying for
simple mouse-over scenarios.
* This in particular means push constants and specialization constants on vulkan
but also applies to root-value cbuffers on D3D12.
* GL bare uniforms are not feasible to expose in this way.
* We already link to the chunk index and the chunk metadata contains the
callstack, there's no need for a duplicate copy when there may be many
APIEvents in a capture
* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* Ideally we'd document every member unconditionally for best autocompletion,
but that's a lot of modification so for now we stick to just making sure that
any members that are struct types (or lists/tuples) have the :type:
declaration so that we can autocomplete inside them.
* Also added a script that can run as part of CI to verify that the docstring
matches, by generating a regex from the docstring documented parameter types
and return type and making sure we find a match within the C headers. This
ensures all parameters are documented with the right types, no extra
parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
mention a renderdoc type, they need to scope it properly.
* This prevents unnecessary conversions back and forth between rdcstr and const
char * when going through interfaces. In the OS specific layer this is rarely
an issue because most of the implementations don't convert to rdcstr, but it
is convenient to be able to pass in an rdcstr directly. The few cases where
there's an unecessary construction of an rdcstr is acceptable.
* A couple of places in the public API need to return a string from a global
function, so can't return an rdcstr due to C ABI, so they still return a const
char *.
* Similarly const char * is kept for logging, to avoid a dependency on rdcstr
and because that's one place where unnecessary conversions/constructions may
be impactful.
* One automodule in a file for our modules is way too much, so we split it into
files. Unfortunately this means that only one file can have those classes and
functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
the same time subdivide the 'enums and data' page more which is a general
readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
check to ensure that functions and classes aren't omitted from the
documentation in future