* Things like addressing modes, stencil operations, and other things the
UI didn't need to know about previously were only exposed as string
values to be passed through and displayed.
* Now we describe these with enums so the API can be properly
introspected and used by consumers that might want to know the actual
values of these states.
- ShaderDebugState now carries a 'flags' that can be updated when the interpreter is run. Currently supported flags are 'sample/load/gather insn' or 'insn generated nan/inf'.
- DXBC interpreter now pushes operation type into results for simple intrinsics. This avoids the situation where temp decls are by default uint-typed, and any arithmetic operation on float or double operands would result in a uint shader variable. Other intrinsics are largely correct because they create temporaries with appropriate typed constructors.
- Provide icons for user interface elements, based on the existing 'run to' icons with modifications by myself.
* DDS will always save the format entirely literally, and the float
formats do not support alpha processing currently.
* TGA and PNG will either discard the alpha and write entirely opaque,
or they'll include it in the file. Blending to colour or checkerboard
is not supported.
* If the machine idents differ in significant ways that we'd consider
it to be a different platform (currently just OS), and if so mark it
as supported but suggested to be replayed remotely.
* This includes an enum for unsupported (but recognised) image formats
instead of just a generic 'file corrupted' or misleading 'API
unsupported' error.
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
Notes
======
- Create a (hopefully) cross-backend performance statistics abstraction as part of FetchFrameInfo. This currently collects statistics about constant buffer binds, sampler binds, resource binds, client and server style resource updates (e.g. Map and UpdateSubresource), index & vertex buffer binds, and draws and dispatches. In my captures this covers approximately half of all API traffic. The rest is often shader sets, and then usual RS, OM, etc., that aren't currently tracked. During READING state parsing on the wrapped device context, record statistics about the calls and store them into the current frame info. We inspect objects occasionally to get things like their type for recording. It may be useful to expand this in the future to check bind types, etc. On the GL/Vulkan backends the stats data is never initialized and we display the same statistics data as before.
- Add a new statistics pane in the UI. A variety of shim arbitration/marshalling is provided to get the statistics data across the managed/native boundary. Removed the old statistics menu item. Currently the statistics pane is just a text log of various gathered data, with ASCII art (woo!) histograms. However in the future we would like to have image based historgrams as well as support for gathering statistics on a mask of stages, etc.
- Remove 'diagnostic' events (e.g. push/pop/marker) from the API call count as it distorts the API:draw call ratio.
- Add _First and _Count to ShaderResourceType and ShaderStageType for weak enumeration (weak due to int cast requirement).
- Provide utility functions Log2Floor for 32 and 64 bit types. These require OS specific clz, which are provided for Windows/VS and Linux/gcc/clang.
TODO
======
- UI toolkit based historgram, ability to set stages enabled for statistics, etc.
- Revisit necessity of gathering statistics across frames--apparently there is no multi-frame capture in a single log anymore?
- Revisit min/max/etc. gathering on the data--is there some way to improve this to not be so mechanical? Perhaps with field enumeration? However if moving to C++/Qt in future, possibly not a good time investment.
* Also the PipelineStateViewer will set its current 'sticky' API type
to the common pipeline state, so that when a log isn't loaded we can
still get API-specific properties that match the last API used.
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
* Next step is to display VS and other stage inputs on the input panel.
* Also need to tidy up the fetching of highest mip/array slice etc to
use the same codepath.
* This means that the timeline bar will show use as read/write/clear etc
and that right clicking on textures in the texture viewer will show
the events where that texture is used for rendering, for reading, and
so on.