SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
* 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.
This mimics the D3D11 shader debugging test, but performs the draws
twice - once with SM 5.0 and once with SM 5.1. The python test performs
the same checks as the D3D11 version, but is explicitly disabled since
D3D12 shader debugging is not yet enabled by default.
* Previously if a handle was reused, and then a stale descriptor referencing the
old handle was removed it would remove the *new* object from the list of
referenced resources. This could cause a resource to be not included in a
capture if nothing else added a new reference.
* On all APIs structs are aligned up to 16-byte alignment, and on D3D as with
arrays then elements coming after the struct can be packed into the padding
after the last struct element.
* 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.
* We also make sure that if we go back to a previous event to debug, that we
look up the right output corresponding to where it's bound there (since it
might be bound to a different slot).