* 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.
qrenderdoc/Code/CaptureContext.cpp
- Adds GGP windowing system
renderdoc/driver/ihv/amd/amd_counters.cpp
- Enables AMD counters
renderdoc/driver/vulkan/vk_serialise.cpp
- Handling VK_STRUCTURE_TYPE_PRESENT_FRAME_TOKEN_GGP in pNext
for vkQueuePresentKHR
renderdoc/os/posix/ggp/ggp_callstack.cpp
- Check that the file was opened
* 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
* Normally SetEventID is synchronous and blocking, and will stall the UI while
it is processing. However we can at least pop up a progress dialog and allow
the UI to function (if not be interactive due to the blocking progress dialog)
when some other long-running task is delaying the processing on the replay
thread.
* This by no means replaces PySide2, but it allows python extensions to write
simple UIs without needing to rely on PySide2, which might not be available
(generally all windows builds have it as well as recent binary linux builds,
but local windows builds may not and most linux builds probably won't).
* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
* If the UI was launched with a filename as a parameter to open the capture, it
will be added to the recent capture file list. Only later (relatively
speaking) if we make a capture connection will we realise that it is temporary
and potentially delete the file. If we do so, remove the capture from the
recent file list.
* This is only lightly tested and may break heavily. It is disabled by default
and must be explicitly enabled.
* In particular this is only known to work for Wayland use at capture time.
Wayland on replay is still unsupported. Known issues include: EGL pbuffer
surfaces are not implemented on Wayland, Wayland cannot get window dimensions,
and there are hangs/failures with GL and vulkan presentation with Wayland.
* On replay on macOS we use NSOpenGLContext so we can render to windows.
* We have two windowing systems on mac - one for Metal compatible outputs and
one for OpenGL compatible outputs.