* For D3D11 byte offsets are always uint32 aligned, but for other APIs that's
not guaranteed. Storing a byte offset is strictly more expressive and a lot
simpler to reason about.
* This gives a one-click way to run the last capture, if it's not
complex/regular enough to be worth saving to a settings file on its own.
* Doesn't save much if you're selecting an exe as the previous exe location is
remembered, but if you also have command line parameters or a working
directory it can help.
* This is the only way in GL to do rendering from one mip to another. We handle
it and display the whole texture even if it's temporarily constricted, and
display the mip state in the pipeline viewer.
* If the mip state is constricted at the start of the frame capture, only mips
0..MAX will be visible at all and other mips will be assumed to not be valid.
* This means it outputs natively/properly to stdout/stderr and its output can be
redirected with pipes.
* It does mean we need to be very careful whenever it's run internally to not
pop up a command window, which happens by default.
If conditional rendering is enabled its state is always
displayed in both 'Rasterizer' and 'CS' states.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
* This isn't relevant for Vulkan, but in GL it's valid to not specify a binding
and fetch it at runtime (and even if a binding is specified, it's not
immutable and can be changed).
* Similarly GL allows bare uniforms that aren't in a buffer, which we handle in
the same way by wrapping them into a $Globals UBO.
* This allows us to add rich text support much more easily into other itemviews
like RDTableView.
* We set it up for debug messages so that resource links in debug messages can
be linked.
Predicate state is displayed in the raster state.
"Draw Call" and "Wireframe" overlays are visible even if predicate doesn't pass.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
* We handle 4:4:4, 4:2:2, and 4:2:0, with packed, 2-plane and 3-plane formats,
for 8, 10, 12, and 16 bit depths.
* This covers most common formats but still leaves a few out - NV11, palettised
formats, V208/V408 JPG formats.
* This option will now toggle on the behaviour to fill undefined buffer contents
with a marker value, both if they're created without data (it will be zero
filled instead) or mapped with discard (it will keep the old contents
instead).
* There were too many hard to find problems or misconceptions about the buffer
filling for it to be useful. Now it will be opt-in instead.