* Still leaving some upper limit so that typos don't result in a zoom
level of something crazy.
* This also allows 'fit to texture' to zoom in more, but I'm OK with
that.
* This should in theory be impossible as you can't create a view that
points to after the number of slices, and we always make a list of all
slices, but there was a crash report here so for now we'll just clamp
so that it doesn't crash completely.
* This means that the timeline bar will show use as read/write/clear etc
and that right clicking on textures in the texture viewer will show
the events where that texture is used for rendering, for reading, and
so on.
* The option will enable monospaced fonts for all data displays, like
the list of events, API calls, etc as well as pipeline displays, entry
of filename/directory in the capture window and many other places.
Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
windows) so that they didn't just barely overflow with the larger
font.
* While looking at this, it became obvious that buffer viewers and
constant bufferviewers should always display in monospaced regardless,
so that has been changed.
* Note at the time of committing there are still some warnings in MS
headers that you might need to suppress in a couple of files.
* 3rd party code just has the warnings suppressed for ease of merging.
* The majority of warning fixes were for local variables shadowing
other locals, function parameters, or members. In most cases they
weren't a problem, but in some cases it was potentially dangerous!
* The UAV array is provided as we expect it - with UAVs from 0 onwards
even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is
the slot of the 0th UAV.
* In D3D11 the RTs and UAVs have the same namespace, but GL has separate
framebuffer attachments and images. This change splits up the concepts
so the D3D11 case is a special case, in a way, and that we can handle
any generic mix of the two nicely.
* For each texture you view, it will reset back to mip 0 and slice 0
as it previously did, and it will also reset the channels back to
RGB only, which is new behaviour.
* Then each texture remembers those settings, so if you choose to view
slice 6 & alpha only of a texture any time you switch back to it
you'll see slice 6 & alpha only.
* It can be disabled in the options, but this is the new default
behaviour. Possibly in future the zoom level and visible range might
be rolled into this, but for now I think they might work better as
global state.
* Since the addition of the normalised UV co-ords the status bar will
flicker in width horrendously when scanning over a texture and it's
impossible to track where you are. Even worse, if the text is wide
enough (or the window narrow enough) you'll end up with the status
bar flickering between one and two lines - which is awful.
* For now I've added some padding for numbers and set a fixed width font
so the only varying element is the actual texel value, which is
unavoidable in the general case. The text is probably wider overall
so I'll need to see what feedback I get.
* glsl and hlsl custom display shaders are kept separate, and only shown
for the appropriate log type.
* The little snippets added in the shader editor aren't updated yet, and
none of the pre-defined shader constants are filled out.
* This means when multiple fragments are writing to a pixel you can choose
precisely the one you want to debug, rather than the debugging always
running the approximately last fragment to pass
* Expand the abilities of the GetTextureData in replay drivers
to be able to resolve samples and render down to RGBA8 unorm
for file export to other programs.
* Greatly improve the ability to save textures - in theory any
texture format/type/dimension/etc should now be mappable in
sensible & useful ways to output formats.
* Also for float/unorm texture add an additional "resolved" option that
just does an unweighted average of all samples, which is the behaviour
from before (assuming that's what ResolveSubresource does).
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.
* A label is shown at the top of the pixel history showing the range
display and visible channels. The channel visibility behaves the same as
in the texture viewer - 2 or more and the other channels display as black
and 1 channel displays grayscale.
* This means that e.g. decimal separator will always be . and similar
effects, which avoids the need to have culture specific formatting or
special-case handling around CSV export etc.
* The explanation is in the FAQ but the short explanation is that most
data e.g. normal maps are conventionally displayed as if they contained
SRGB data, so RenderDoc does the same so things look as expected.