* When we replay a draw and artificially call our loadRP renderpasses, we need
to be careful to handle the barriers to and from the expected image layouts
when the renderpass itself has layout transitions.
* If we create in a bare pointer then just cast to a smart pointer, it adds a
ref instead of stealing it. Just only allow creating smart pointers in the
first place.
* If we use a mounted network drive as the JSON path but then elevate to
register, the elevated run will not get the mounted drive but the full UNC
path. This will cause renderdoc to constantly think it needs to re-register.
* Converting to UNC first gives us a baseline comparison.
* This is kind of a "damned if you do, damned if you don't" situation. If the
cullmode is wrong, having it show up as failures in depth/stencil overlays is
misleading. However if the cullmode is deliberate setting it to no-cull may
ruin the results of those overlays.
* The original behaviour of leaving cullmode as is ends up being a better
tradeoff, since at least when it is misleading you can use the culling overlay
to show the failure there. If culling is disabled it makes depth/stencil
overlays useless in situations with no recourse.
* Also add a test of a depth-clipped triangle to overlay tests
In order to embed the original rendered image during the capture in its
original form, without incurring JPEG pixel artifacts, use PNG file
format for thumbnails.
Change-Id: I14ff487856949cd6f83889507e16feb4c50a40fb
* This will fail when proxying for remote replay as we have no locally-rendered
overlay. Instead ensure the overlay in the config will only be set to quad
overdraw/triangle size when rendering the actual overlay texture.
* Nintendo Switch support is distributed separately for authorized developers as
part of the NintendoSDK. For more information, consult the Nintendo Developer
Portal.
* Built entirely independently of the main renderdoc build (for now).
* Contains python scripts & framework for running tests on a renderdoc build,
which will be run nightly.