Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews
Fixes a problem if a window creates a different window whilst loading a layout and the layout does not contain the second window i.e.
Loading a layout which contains "Mesh Viewer" will create "Event Browser" window from code. If the layout does not contain "Event Browser" then the "Event Browser" window would get parented to the main window and displayed incorrectly when the main window is shown.
Used when fields are marked as being an Offset or Size
Include simple latch to trigger a UI refresh when closing the settings dialog.
Currently only connected to if the Offset/Size format option is altered
* This supports capture and replay of mesh draws, shader editing with printf
support, overlays, and pixel shader debugging.
* Not supported yet include the mesh viewer and shader debugging.
* The enums are given after compute, to preserve indices for the normal vertex
pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
into the `Drawcall` type. This will allow them to be distinguished by API
backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
a couple of empty array entries but it should not cause any significant
issues.
* Shader messages will be identified by group and thread as with compute
shaders. For mesh shaders there is an additional subdivision to identify them
by task group, since each task group can submit a grid of mesh groups.
* We add a capture option that defines a soft limit we aim to keep under for
memory overhead during capture, excess initial states after that will be
stored temporarily on disk.
* This distinction unfortunately does not exist in SPIR-V so we have to carry
around this metadata ourselves. Rather than allowing free specification of
tools based on API, instead pretend that Vulkan and GL SPIR-V are separate
format, and duplicate all SPIR-V tools to handle "both" types. This allows
appropriate tool selection based on the encoding.
* When used in richcompare this would throw an exception and return
Py_NotImplemented causing a failure. Instead we should just return NULL, which
is fine and will be considered as a not-equal comparison for
equality/inequality and throw the kind of exception we want for less than or
greater than.
Added interface functions:
- GetComboBoxCount() the function returns the number of
combo box options currently set,
- SelectComboBoxOption() - selects an active combo box
option by name from the list of set options.
Updated interface functions:
- Changed SetComboOptions() to SetComboBoxOptions to keep
consistency in naming.
* On APIs like OpenGL texture formats (like vertex buffer formats) can be
tightly packed even in cases that apparently are otherwise not allowed - e.g.
with fake RGB formats where the stride looks misaligned due to alpha being
hidden.
* We store the compiler used (when known) in shader debug info and use that to
select the compiler for editing as even higher priority than the default for a
given language/encoding combination.
* We also ensure that for known tools we add the input and output parameters
last, after any custom parameters, so that they are always present regardless
of what the user puts in.