* 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.
* 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.
* Most of the main entry points that can fail with relevant reasons now has a
way of specifying a message to return with it. This message can be displayed
to the user to give more information or context about an error.
* One automodule in a file for our modules is way too much, so we split it into
files. Unfortunately this means that only one file can have those classes and
functions be linkable from elsewhere.
* Instead we bite the bullet and manually curate the items into pages, and at
the same time subdivide the 'enums and data' page more which is a general
readability and usability win as well.
* We also add some previously not-included functions, and add a doc-build time
check to ensure that functions and classes aren't omitted from the
documentation in future
* This allows persistent config storage and registering tweak variables that
works independent of the UI's configuration.
* Config vars can be debug only, which means they will be compiled out in stable
version releases. This allows for debug-logging tweaks that are available in
all builds (including nightly builds) for diagnostic purposes, but have zero
overhead in stable releases.
* Variables have a loose hierarchy defined with _ or . to separate nodes.
* If the UI was launched with a filename as a parameter to open the capture, it
will be added to the recent capture file list. Only later (relatively
speaking) if we make a capture connection will we realise that it is temporary
and potentially delete the file. If we do so, remove the capture from the
recent file list.
* This allows RemoteHost handles to still be valid and usable (if returning
empty data) when they are deleted/removed if the device is disconnected, as
well as providing better multi-thread access (they lock internally)
If "adb install" command is used with "-g" flag, we may get java.lang.SecurityException on some devices because granting runtime permissions at installation time is only allowed for system apps (however we can enable it in the device's Developer options menu).
Also, pulling APK from /data/app/ may be restricted. We can workaround by copying the APK to a directory which we can access then try to pull the APK from there.
* Instead of just configuring SPIR-V disassemblers and picking only the first
one when we need to edit SPIR-V, we allow setting up any shader processor that
goes between two shader encodings.
* When editing, the default will still be to use embedded source, and then after
that the first tool that goes from the native shader format to a text format,
but the drop-down allows you to pick any of them.
* Similarly in the shader viewer you can configure the compilation options and
method, to choose the compiler you want to use. Embedded command line
parameters in the shader are automatically appended.
* The main addition here apart from some extra stubs is a new rdc type
for date time objects.
* Although the module doesn't do anything and is only used for docs
reflection it is desirable to not have to link against Qt as this
can cause problems when linking the module without unresolved symbols.
* The former is only needed inside tp_init of a new object. Instead when
we want to pass in and own a pointer, we use SWIG_POINTER_OWN.
* This also removes the need to pass 'self' all the way down in
ConvertToPy which tidies up a lot of code.