* Unifying these views means that constant buffers have all the same
reformatting and it avoids having multiple paths for what is now effectively
the same control (a buffer can either have fixed data, repeating data, or
both)
* GL and Vulkan allow buffers to have fixed variables before a trailing AoS
unbounded array. These fixed variables can't be easily displayed in a table
and previously we skipped them. Now we display these in a tree format.
* We also support formats which don't have an unbounded array at all and display
these just with the tree. This will allow the BufferViewer to subsume the
capabilities of the ConstantBufferPreviewer (though it needs to handle opaque
non-buffer-backed variables, and slot-following).
- Add a new combo box and button to camera settings for mesh viewer
- Add a new dialog window for custom axis mappings
- Implement the axis mappings in gl driver (other drivers to come)
* Actually creating a 64-bit spinbox is not feasible without constructing it
almost from scratch due to how much QAbstractSpinBox depends on private
internals that can't be overridden. Instead use a QDoubleSpinBox with no
decimals since we don't need the full 64-bit range, and the mantissa of a
double is enough.
When selecting a draw with a tessellation evaluation shader using
layout(quads), RenderDoc would emit an "Unexpected output topology"
error.
Additional changes:
* Fixes a typo in the VK_EXT_transform_feedback name in various debug
prints.
* Renames the "GS Out" 3D View tab in the Mesh Viewer to "GS/DS Out",
to match the corresponding table. This affects all APIs.
* We add a button with a link icon to indicate that it goes to the
resource details. We'll re-use the crosshair as a visual metaphor for
any interactive widget that goes to the resource inspector.
* To remove any possible confusion, we change the icon for the texture
list and locked tabs in the texture viewer to not include the link.
* Dock panels shouldn't have any frame border or anything like that.
* They should have an external margin of 3 pixels at their border,
but then no further margins on the layouts (like sub-controls for
the pipeline state views.
* Toolbars should be Raised & Panel frames. Later we'll replace them
with actual QToolBars to better customise the painting.
* Unfortunately scintilla assumes its headers are all in the search path
so where possible we only add those folders when compiling scintilla
source, not our own.