* cbuffer and input registers no longer have any names elided into them, they
are 'raw' registers. The source mapping provides the information of where they
come from as best as possible.
* Since we're now using source-mapping for constants, fix some source mapping
issues with arrays, nested structs/arrays, and matrix major-ness.
* Moving away from 'registers' explicitly being stored, we now have a single
variable array where the shader representation is responsible for allocating
it.
* In DXBC we calculate the number of each type of mutable variable (temps,
indexable temps, and outputs) and assign slots linearly.
* We also update some naming - high-level variables aren't "locals" since they
could be globals too, and debugging variables aren't "registers" but simply
the variables we use for debugging which may be more complex than float4 for
other APIs.
* The local variable matching by string name is unnecessary for this change
but will be more useful in future after further refactors where there isn't
a single list of variables to index into at the upper level.
* This avoids having the UI need to do a scan and expecting to find
"instruction:" on the start of a line.
* We also move the callstack to be stored per-step, and not in the line info
mapping.
This mimics the D3D11 shader debugging test, but performs the draws
twice - once with SM 5.0 and once with SM 5.1. The python test performs
the same checks as the D3D11 version, but is explicitly disabled since
D3D12 shader debugging is not yet enabled by default.
* This cannot be replayed, as the memory type selected will be invalid on replay
for the buffer. However this lets us at least capture and if the buffer is
destroyed or not used in the capture, the capture would succeed, so it's at
least no worse.
* This is kind of what VK_Parameter_Zoo is intended to test, but I don't want to
add conditional extension tests in there unless there's nowhere else to put
it, since it adds mental overhead to reading the code.
* We need to make sure we can still look up GPU addresses for buffers that were
destroyed during the frame, otherwise we might get the wrong contents for
descriptors.
* The spec says that you can only have one push constant range per stage, so
don't promote all push ranges to compute (as only one will be used in the
vertex shader).
Made the API filters inclusive, so that if any are checked, only the
selected ones are shown. If none are selected, then all tests are
shown as before. Moved the test name filter to the top pane, so that
it is always visible - before if you scrolled down in the test list,
it would be hidden. Added more room for test descriptions in the bottom
pane - long descriptions were previously truncated.
D3D11 may default to a different adapter than D3D12. For the sharing
test, both adapters must be D3D12 compatible. Tell D3D11 to use the
adapter that D3D12 is using to ensure compatibility.
Also fixed a memory leak in the test.
On laptops with integrated+discrete adapters, adapter 0 may not
support D3D12, so a default create device call will fail. Adapters
other than the 0th one need to be specified explicitly.
* It's required for replay applications to call InitialiseReplay() before doing
any work, and to call ShutdownReplay() once they're finished.
* This lets us do more heavyweight shutdown work before global destructors are
being invoked and the RenderDoc instance is being destroyed.
* Anything that needs to be shut down during capture still has to happen in
RenderDoc::~RenderDoc since we obviously can't get the application to call a
shutdown function in that situation.