* Unifying these views means that constant buffers have all the same
reformatting and it avoids having multiple paths for what is now effectively
the same control (a buffer can either have fixed data, repeating data, or
both)
* GL and Vulkan allow buffers to have fixed variables before a trailing AoS
unbounded array. These fixed variables can't be easily displayed in a table
and previously we skipped them. Now we display these in a tree format.
* We also support formats which don't have an unbounded array at all and display
these just with the tree. This will allow the BufferViewer to subsume the
capabilities of the ConstantBufferPreviewer (though it needs to handle opaque
non-buffer-backed variables, and slot-following).
* This allows the calling code to pass a hint of what packing is known or likely
to be used, meaning less generated manual offsetting/padding when the implicit
rules cover it.
Depth stencil resolve attachments were not being serialized and exposed in the pipeline state view. This change serializes the attachment id for the depth-stencil resolve attachment so that it can show up in the pipeline state view.
Update name of depth/stencil in pipeline viewer
Fix clang formatting
Update struct type
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
* This is a deliberate break of compatibility since the field is now often
empty, for non-markers. This means code will get a more explicit error when
the name is being referenced, so it can be updated to fetch the name it needs
as needed.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
* On all APIs when depth is disabled the writes are skipped as well. Explicitly
set the function and write state to say that they are disabled.
* This also papers over a weirdness on D3D11 which has confused a couple of
people, where the retrieved desc with GetDesc() on a state object can be
different to the one it was created with when you set ignored parameters -
like the depth function with depth disabled.
* We need to use the bindpoint mapping to ensure we look up the correct usage
information. Also iterating over the unsorted shader resources potentially
gives us out-of-order bindings, so we resort by bindpoint (which was sorted
into binding order in the implementation).
* Most remote replay links are slow enough that the lag introduced by
synchronously fetching and displaying these thumbnails would be annoying for
simple mouse-over scenarios.
* If there would be no tooltip otherwise, it just shows the thumbnail. Otherwise
any tooltip text (like view parameters or image layout) is displayed below the
thumbnail