* 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.
* Since the source vars data doesn't change for a given instruction, we can pre-
calculate it and save time on re-calculating per-state.
* Note callstack *can* change per-state on SPIR-V where the same instruction can
be reached by different flow paths, so the callstack remains part of the per-
state data.
3rdParty source files and some renderdoc files which include 3rdparty header files
Disable "-Wshorten-64-to-32" for the whole of qrenderdoc render_python.cxx triggers the warning
3rdParty source files and some renderdoc files which include 3rdparty header files
Disable "-Wshadow" for the whole of qrenderdoc render_python.cxx triggers the warning
* We can't debug geometry shaders but we can scroll to them, as long as we have
the primitive. We can't differentiate instances currently without passing that
data through from the VS (and through tessellation, if it exists).
* This also disables the debug and goto buttons for printfs from shader stages
that don't support those operations.
* Previously this would be treated as std430 due to being 'tight' array packed,
even though std430 only allows as tight as the base alignment - which for a
float3 is 16-bytes still.
* The GL clip origin when changed from lower left to upper left will also invert
the face culling sense. This is deliberate to counteract the fact that
otherwise CW wound triangles would be CCW wound, so the flip means that if
GL_CCW is the front face state and back faces are culled, then visibly CCW
wound triangles will be culled.