* We could put everything onto the replay thread but that's unnecessary back-
and-forth pingponging for a local capture.
* This is safe to use on the UI thread if it's local, but if it's remote it uses
the same connection as the replay controller so must happen on the replay
thread.
* We add a new helper (not exposed to swig) that handles this check, and for
python we wrap the returned ICaptureAccess in an invoker that ensures we are
on one of those threads.
* This helps with type checkers to know that things can be None or not (both to
silence previous warnings about "unnecessary" checks that are actually
necessary, and to ensure those checks aren't omitted by accident)
* The worst one was Persistant -> Persistent. This involved renaming
PersistentConfig but the impact of that is considered minimal enough to be
worth fixing.
* We enforce default and copy constructors where possible, this isn't very
pythonic but we can't use copy.deepcopy on our types.
* The structs that have specialised constructors e.g. FloatVector or Subresource
also have those documented though we have no way to enforce it.
* Python can't properly document fully independent overloads, only default-
parameter type overloads. Moving the tag to last as an optional parameter
means we can eliminate the different variants.
* For cleanliness in C++ code we make an internal variant that swaps the
parameters, since it is much cleaner to have a lambda callback as the last
parameter.
* This is necessary as they expect to be run on the UI thread, but can be
fetched from python scripts running on the python script thread. We block
invoke over to the UI and suspend python's GIL to avoid deadlocks.
* This doesn't cover all cases but helps with 'pythonic' cases where a list
returned from a function should be expected to be mutable. Modifying direct
'members' can still modify through const.
* In a previous update in 2021 many copyright ranges were truncated
accidentally, and some files have been copy-pasted with wrong years. These
dates have been fixed based on git history and original copyright messages.
* This shifts from reporting from the old style bindset/bind to the new system
of only referencing by shader interface and index (independent of binding
model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
access and descriptor contents in a fashion friendly to interface-index
lookup.
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
* 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.