D3D12Pipe now stores an array of root elements, each one corresponding
to a root element or range in the root signature. Migrated usage in the
D3D12 pipeline state viewer and PipeState retrieval of resources.
Restricted number of resource array textures displayed in the texture
viewer to prevent app hangs.
* 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.
Checks to enable debugging and pixel history are gated by the
APIProperties instead of whether the capture is D3D11. Shader
debugging for D3D12 is gated on a config option, which can be enabled
by adding "d3d12ShaderDebugging": "true" to the ConfigSettings
With SM5.1 and D3D12, constant buffer arrays can be declared which
are treated as an array of resources on the shader side, and a simple
collection of descriptors on the D3D12 side. DXBCDebug::GlobalState
handles the bridge between these by storing each array resource as a
nested ShaderVariable struct. Accessing the data for instructions
traverses the structure similarly. The shader viewer handles nested
resources and displays them in the appropriate tree view. In the
pipeline viewer, descriptors for CB arrays now indicate the array
index and correctly handle buffer offsets for viewing.
* 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.