* 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.
* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
* Previously we were relying on the pipeline info create to initialise
the reflection for an entry point, now we do it on demand wherever it
is needed.
* In many cases (particularly on D3D11/D3D12) the replay would simply
forward functions as-is to the debug manager for implementation. This
meant that change any of those function signatures required more
tedious copy-pasting than was necessary, and didn't make much sense.
* Now the replay class is responsible for implementing all the
functionality and owns any debug-only API resources, but can still use
the debug manager for any indirect utility functions like caching,
etc.
* The API resources are better organised by task in the replay class
rather than being all over the place.
* Finally on vulkan, added some helper functions to reduce the
boilerplate involved in initialising objects.
* 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.
* Previously once we started loading a capture we'd blindly continue
until we loaded it (and then it's assumed to be successful), or we
crash.
* Now errors can be reported during serialisation and bubbled up to
abort the file load process. The next steps are to add error checking
in each function serialise before doing any replay calls to the API
with potentially corrupt data, and on top of that catching API-only
errors when the serialisation is (seemingly) fine, and propagating
those in a reasonable way.
* We also harden the serialisation a bit so that if it reads an
obviously invalid byte length for a buffer or array count, it won't
continue. It's still not perfect as the sizes could still be large and
invalid but within range, but it should catch the worst cases.
* Reported by Coverity Scan - most of these are not an issue and a
couple of them are coverity getting really confused (like seeing a
pointer being assigned to NULL and a count to 0, then a few lines
later declaring that a loop 0..count will dereference the pointer).
* However it's harmless in all cases to add a bit of robustness to keep
the analysis happy.
* We remove the now unneeded name fields in buffer/texture descriptions
and some of the pipeline state structs.
* A single function will give the human-readable name for a resource id.
This will look up a custom set of renames, on top of the names from
the resource descriptions.
* This provides a way to find the name of any resource besides 'special'
resources like textures and buffers. In a follow-up commit, the names
will be removed from their descriptors.
* It also allows us to list which chunks in the structured file were
used to initialise the resource, giving the ability to look up and
display the initialisation parameters.
* At the same time we also list the derived/parent resources to better
allow the user to browse between related resources.
* When opening a capture file, a format is now available to allow
easy import from another format without a completely different
interface. Only rdc files can be replayed, but any other file can
load and access structured data through the same interface.
* The replay initialisation and capture writing interfaces also use the
RDCFile instead of passing filenames or Serialisers around directly.
Driver initialisation parameters are now entirely private, and don't
need to be exposed - any agnostic metadata like thumbnail, driver, etc
are all accessed via the RDCFile container itself.
* Callstack resolution is now part of the container file, not the
back-end via way of its Serialiser.
* Importers/Exporters to other non-RDC formats are registered in a
similar way to replay/remote drivers.
* It is also then possible to construct an RDC file from thin air, by
creating an empty RDCFile container and filling it with data, then
requesting it to be written to disk.
* For the most part the interface is stl-compatible, but we have a few
little changes of our own for convenience.
* This class is still needed after deleting the C# UI, because we don't
want to pass C++ stl structs over module boundaries and possibly run
into hard to diagnose incompatibilities.
* For D3D this is overkill as we just stuff the uint32_t flags into a
string. However for SPIR-V this will let us store the parameters from
an OpModuleProcessed.
* There was no good reason to have a flag indicating if the special
format was valid or not. Now it's a single enum, with a value
'Regular' indicating that the compCount/compWidth/compType fully
describe the format itself.
* This makes code patterns easier as you no longer need to check for
special then check for specialFormat, you can just test the type
directly.
* The proxy replay driver might not report an 'internal' ID that doesn't
have a true live ID, so instead we take responsibility for reporting
it. The proxy will still return its details when prompted.
* This goes all the way back to the first iterations where these were
the only structures and 'Fetch' referred to them returning data from
the core code to the UI.
* Moving into a namespace makes it easier to give the structs non-clumsy
names while still being unique and not overlapping with the other API
pipeline states.
* This gives a little nicer syntax, a bit better type safety, and also
reflects better for SWIG bindings. Overall it's a minor change but
better.
* We don't update the C# UI at all, since it's soon to be removed and
not worth the effort/code churn.
* For now so we're ABI compatible with C#, all enums are uint32_t, but
that is an obvious optimisation in future to reduce struct packing.
* We avoid 'None' as an enum value, because it's a reserved word in
python so will cause problems generating bindings.
For example ASTC/ETC2 textures in Vulkan need to be forced to RGBA8 to be
displayed by D3D11.
IReplayDriver has virtual method IsTextureFormatSupported(ResourceFormat)
so each API can decide if a format should be converted.
Parameters to GetTextureData() are moved to a struct, to save any
non-default behaviour needed for fetching texture data into the proxy.
MakeDXGIFormat now returns DXGI_FORMAT_UNKNOWN for unsupported formats
instead of asserting. We use this to determine whether to remap.