* We change to use VarType instead of CompType for signature parameters which
allows us to represent different types of variables beyond just
unsigned/signed integer and float.
* We instead always have 3rdparty/ in the relevant include search paths and rely
on that. Each library still has its own unique base dir within 3rdparty to
clarify where the include is coming from.
* The ShaderDebugTrace now only sets up the initial state of an opaque
ShaderDebugger handle.
* This handle can then be passed to a new function - ContinueDebug - to
iteratively return N more states. The number of states is implementation
defined and may be a fixed number or it may run for a fixed time.
* The states themselves no longer contain a complete snapshot of all variables,
but instead only the changed variables for that iteration. The changes are
stored as before and after value to make it easier to step forwards and
backwards (only the ShaderDebugState is needed to move forward or backwards,
you don't have to search back for the last set value of a variable to 'undo' a
change).
* 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.
* On GL addressing modes are called wrap modes, and the wrap value is then known
as repeat. If we don't 'localise' this then it can be confusing to show that
it is "Wrap".
* We also fix a number of issues that could cause incorrect formats to be
generated.
* Test cases added for D3D11/GL/Vulkan to test different struct types. These
aren't automated at the moment because most of the code they're testing is in
the UI itself.
* Using the row index is not accurate when some input attributes are disabled,
because they won't match up to the original index in the attributes list.
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
* Instead of replaying predication, we now always skip it during replay,
so all objects will render. This is much more consistent and
understandable behaviour instead of things mysteriously disappearing
with no obvious reason why.
* We track the predication that would have happened and replay Begin/End
pairs so that we can know if the predication *would* have failed.
* This is displayed in the UI (currently in the raster state, for lack
of a better location) with the pass/fail that would have happened.
* This information can feed into other places for analysis like the
pixel history.
* This is to support python bindings - the pyside implementation of
QVector, QString, etc is not available to SWIG, so SWIG treates these
all as opaque types.
* Rather than trying to set up bindings that work for rdcarray and
QList/QVector, or implementing separate bindings, we instead just say
that the public interface must use the rdc types. In most cases they
seamlessly convert to/from Qt types anyway.
* In a couple of places we use an array of pairs instead of a map. In
future we probably want an rdcdict or rdcmap with proper dict bindings
in python.