* When calling the register() function there is no frame or globals, so we need
to set an internal handle external to that.
* This means functions that get wrapped know that there's a global handler for
exceptions, which just prints to the log. Otherwise they think they're running
synchronously and write to an invalid exception handling object.
* This will rarely be relevant, but it ensures if the function is decref'd and
the lambda is still alive, that we keep the python object alive until we are
done with it. The primary case for this is persistent callbacks where the
module is then reloaded.
* For pipelines using tessellation or containing a geometry shader we use
transform feedback to fetch the output of the vertex pipeline after these
stages.
* 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.
* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
* In particular this means that it's safe to compare a ResourceId or similar
against None. It is always not-equal but it's useful to have the comparison
work and return the expected result instead of throwing a null reference
exception.
* If we make WindowingData an empty struct not an opaque one, it won't leak memory
* Similarly we need typemaps to allow python to pass plain ints and have them cast to pointers
* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
* It's already optional on linux due to distributions not necessarily
carrying packages for it yet. We also make it optional on windows
since by the same measure it's not a huge problem if it's missing, and
official builds will include it. This means we don't have to ship the
binary dependencies
* 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.
* These .py wrappers are relevant for the non-builtin path, but since we
use -builtin they serve no purpose except to make things more complex.
* So instead we make the module directly exported as 'module' instead of
'_module'.
* On windows there's no conflict because we have renderdoc.dll vs
renderdoc.pyd. On linux it's librenderdoc.so vs renderdoc.so.
* To prevent supporting files like .lib / .pdb from conflicting on
windows we build the python modules into a subdirectory. They're not
ever used by the UI (it links in the bindings directly).
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
* Now you can build the python modules without building the full UI,
which is mostly useful for docs builds so we can do a minimal compile
and still generate the docs.
* The UI dialog is now in Qt. We run qrenderdoc.exe with a very minimal
startup to display the dialog and send the report.
* The flow has been simplified to have less text and an easier time to
just click through and send.
* On the first report, the user is gently nudged to enter their email
address for contact and by default the email is saved for next time.
They're not nagged more than once about this.
* Optionally the user can select to upload the capture. This is always
default off, and there is a confirmation dialog making sure the user
intended to select it.
* After the bug is reported, a unique URL is generated and returned
which the user can then click back on to see if there's any update. By
default the UI will also remember the URL and check it every couple
of days and alert the user in the help menu that there's an update.