* Prefer vendor-neutral extension aliases for enums over vendor-specific.
* When disassembling opcodes with optional parameters, only include the
parameters when present.
Compiles the demo APK with -Wno-deprecated-declarations when the NDK is v26 or over, otherwise it fails to compile the fmt core header. In the LLVM version used in the NDK, using std::char_traits with non-std types is marked as deprecated.
* Fixed issue where a previously built demo APK would be added into the APK archive upon next build
* Correct the functional test's --in-process help output
* Descriptor heap tier limits are not very useful as even tier 3 might be as
limited as tier 2. Previously expanding a small amount was safe but newer NV
drivers or systems seem to have stricter limits than before.
* When we're sourcing from our own texture we don't want to bring in any
typecast to unorm/uint/etc from the original texture's view. This already
happens for the main display but we also need to do that for the thumbnail
context.
* A weight of 300 seems to cause weird problems like it allowing comments to
stretch beyond the column limit even if they're the only thing on a line in a
block. A value of 200 avoids this without reformatting any other code (phew!)
This adds the next step toward D3D12 pixel history, which is mostly
the generic action callback that is used for other replays later
(similar to how Vulkan pixel history operates).
Change package name to "renderdoc.org.demos" instead of "org.renderdoc.demos" (RenderDoc filters out packages containing "org.renderdoc.")
Added an <intent-filter> to the Android manifest.
This registers the activity with the android package system which means RenderDoc Launch Application knows the activity name to launch.
Used category CATEGORY_ALTERNATIVE to prevent the activity from appearing on the launcher UI.
This is a basic test that mirrors the Vulkan pixel history test,
but repeats draws multiple times to verify SM5.1 and SM6.0.
SM6.6 should be tested as well for writes from direct heap access
but is not yet implemented differently than SM6.0.
This adds some of the D3D12 pixel history framework, with creation
of resources that will be needed during pixel history, and a helper
function and shader to copy pixels from MSAA resources.
Fixes rare problem of current draw not displaying when switching from Stencil overlay to None overlay and the current draw uses the stencil buffer contents
* Worst case this is just as invalid as an application, if it uses a totally
bogus VA. However in D3D12 it is apparently valid to refer to VAs out of
bounds of any resource as long as it's within bounds of an underlying heap. To
handle this without serialising VAs as Heap+offset we instead just allow the
address lookup to run out of bounds and pick the next lowest buffer. If the
offset is greater than the buffer size then we're probably no worse than the
application.