* It's not particularly scalable and can be brittle to driver changes, and we
can use targeted specific pixel tests to check what we really want - to see if
the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
remove.
* It's required for replay applications to call InitialiseReplay() before doing
any work, and to call ShutdownReplay() once they're finished.
* This lets us do more heavyweight shutdown work before global destructors are
being invoked and the RenderDoc instance is being destroyed.
* Anything that needs to be shut down during capture still has to happen in
RenderDoc::~RenderDoc since we obviously can't get the application to call a
shutdown function in that situation.
* This is needed so that the functional tests can elevate and run renderdoccmd
to register the vulkan layer, if needed.
* At the same time remove the old spammy message and ignore flag - this dates
back to before the UI existed, and that should be the way users run RenderDoc
generally and it has a good UI for walking through layer registration if
needed.
* The command is always available, but will only show up in help if attention is
needed.
* Also fix registering installs on shared drives.
* These tests ensure that texture rendering works correctly for all different
types of texture types, and for all formats, across different APIs, including
across a remote-proxy connection.
* 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.
* This is better than testing by platform/platform version, because we can check
specifically for extensions and avoid running a test we know will fail because
extensions aren't supported.
* This suppresses the use of a global try/except to catch exceptions then log &
continue. Instead it runs the test and lets the debugger catch any exceptions
that happen.
* We also pick the output pixel in the CBuffer_Zoo tests to ensure the API
agrees with our interpretation of the data.
* Follow-up commit will tidy D3D cbuffer code that needs it.
* 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.