The option launches a batch file that starts the apk in remoteserver mode,
as well as taking care of port forwarding.
Also have a batch file for manually starting and capturing an APK by its
package name. They are both copied to the TargetDir as a PostBuildEvent.
- Added the ability to select an external SPIR-V disassembler and to use
it for editing any of the shaders in the pipeline.
Tested with SPIRV-Cross (https://github.com/KhronosGroup/SPIRV-Cross)
Fragment, Vertex, Geometry, Compute shaders
* This also fixes the problem of capturing 32-bit programs with 64-bit
RenderDoc failing to properly insert environment variables and
error'ing when it tries to do it directly.
In the event browser, the tree nodes which can be expanded are always
showing a range (17-17) even if the range is a single item. This fix
changes that to 17.
* I'd still recommend against using this whenever possible, but there
are cases where it's useful.
* Added sorting by columns, and a new column with the window title.
* Fixed the refresh button being off the edge of the layout.
* Auto-fill as much space as possible with the list of processes.
* Added a find-as-you-type filter, which works by PID, exe name or
window title.
* We make shaders into fake resources with IDs, so they can be
identified individually (for replacement, fetching reflection data,
and things like that). This is a little but ugly but worth it for the
simplicity it will provide everywhere else.
* The sliceFace passed in via the replay interface is still in 0-n range
with n being the top level mip dimension. We just change the drop-down
so that it only lists the number of slices at that mip, and scales up
accordingly.
* This means we only jump to the 'active' mip or slice when switching to
a new draw with some texture on output. This still lets us
automatically follow through a mip generation chain or cubemap
rendering, but when looking at a particular slice or mip on a texture
it doesn't get reset when switching textures around.
* Rather than exclusively always opening at the default directory, it
will only do that until a capture has been successfully saved - then
it will re-use that previous directory. This is only remembered for as
long as RenderDoc is open, thereafter it will revert back to the dir
specified in the options.