* When we figure out which event a marker region should jump to if you
select the parent, we want to pick the last valid event ID that isn't
just a label. However previously this was being done by iterating over
the children and picking the last one and assuming there would be a
node of that index - which isn't true in the case where some drawcalls
were entirely omitted. It would either index out of bounds, or index
incorrectly.
* The UAV array is provided as we expect it - with UAVs from 0 onwards
even if their 'slots' are 4, 5, 6 etc or whatever. UAVStartSlot is
the slot of the 0th UAV.
* I doubt anyone will notice the file->open filter unless they look for
it so it's no good for 'discovering' the image viewing capability, but
it might be convenient for people who know about it.
* In D3D11 the RTs and UAVs have the same namespace, but GL has separate
framebuffer attachments and images. This change splits up the concepts
so the D3D11 case is a special case, in a way, and that we can handle
any generic mix of the two nicely.
* For each texture you view, it will reset back to mip 0 and slice 0
as it previously did, and it will also reset the channels back to
RGB only, which is new behaviour.
* Then each texture remembers those settings, so if you choose to view
slice 6 & alpha only of a texture any time you switch back to it
you'll see slice 6 & alpha only.
* It can be disabled in the options, but this is the new default
behaviour. Possibly in future the zoom level and visible range might
be rolled into this, but for now I think they might work better as
global state.
* Since the addition of the normalised UV co-ords the status bar will
flicker in width horrendously when scanning over a texture and it's
impossible to track where you are. Even worse, if the text is wide
enough (or the window narrow enough) you'll end up with the status
bar flickering between one and two lines - which is awful.
* For now I've added some padding for numbers and set a fixed width font
so the only varying element is the actual texel value, which is
unavoidable in the general case. The text is probably wider overall
so I'll need to see what feedback I get.
* glsl and hlsl custom display shaders are kept separate, and only shown
for the appropriate log type.
* The little snippets added in the shader editor aren't updated yet, and
none of the pre-defined shader constants are filled out.
* If hardware support for feature level 11 isn't present, fall back to
the WARP software rasterizer. This will support everything needed, but
it certainly won't run well.
* There are loud warnings - I added a debug message to the debug errors&
warnings window so the status bar will indicate that, and it's in the
title.
* At most once every 3 weeks there will also be a message box pop up
when loading a log, to remind the user so that it isn't forgotten, as
for obvious reasons this is not the intended use-case (hopefully once
per 3 weeks isn't too often to be annoying).
* Client code can enumerate the IDs of counters that are supported -
some of these will be general, some will be IHV specific. It can also
request descriptions of the counters to determine the type of data or
units. This can be used to 'discover' counters that aren't hard
coded into renderdoc. I'll want to at least reserve IHV ranges so that
counter IDs are globally unique, and ideally IHV counters will also be
predeclared where possible.
* Also the refactor removes some ugly rdctype::array use outside of the
replay layer and replaces it just with std::vector, which is a nice
bonus.
* We stream-out or transform feedback the whole instanced draw at once,
producing a buffer containing all N instances in one. Then when the
client requests postvs data, an offset into the buffer is calculated
(in 1/N chunks) and carried through everywhere.
* Since we were using the offset to indicate where the system position
output lay for since-last-clear auto drawing of meshes, we rearrange
the output attribute order so system position is always first in the
list.
* Also since-last-clear now doesn't include the current event, but does
include any previous instances before the current instance.
* This fixes the bug that's been around for a while, where if you have
an event selected and then open the buffer viewer, it won't have the
post vs data available until you re-select that event.
* Still missing several features:
- solid shading of 'secondary' data
- highlighting of vertices/faces/supporting faces
- helpers like axis markers or frustum
- post VS data and re-projection
* So RenderMesh doesn't pick up anything implicitly from the current
event, log, pipeline state etc - everything it needs is explicitly
provided by the config parameters (note this might include a buffer
generated by postvs data fetching, but the implementation now doesn't
need to care or treat it as a special case.
* This will allow shifting to RenderMesh being run locally just by
the UI specifying the buffer and simple vertex specification, rather
than by relying on any local log properties (or replaying the log).
* The reasoning behind this change is that it becomes much simpler to
implement, rather than having to modify the draw to do what we want,
we just do an entirely custom draw based on a few properties - similar
to the texture rendering. This will help e.g. for writing a GL
implementation.
* The second benefit is that we can just transfer the buffer contents
across the network when replaying remotely, so mesh rendering can be
implemented even for remote replay - the last unimplemented feature.
* It could also be used similar to the image viewer in future, to
display mesh files.