* If the overall preview widget doesn't resize but the thumbnail does because
the preview text label has changed in size, we should emit a resize event so
the thumbnail can be redrawn.
* This is only relevant when using a custom shader since otherwise nothing is
'updated', though could also affect overlays potentially. If we don't then the
custom shader texture may not have been re-rendered before we fetch the
histogram data and we'll get stale information.
* This distinction unfortunately does not exist in SPIR-V so we have to carry
around this metadata ourselves. Rather than allowing free specification of
tools based on API, instead pretend that Vulkan and GL SPIR-V are separate
format, and duplicate all SPIR-V tools to handle "both" types. This allows
appropriate tool selection based on the encoding.
Use QTextBrowser for the counter description widget, which allows for opening
links in an external browser.
This change is needed to make the link to NVIDIA Nsight Perf SDK clickable.
* When used in richcompare this would throw an exception and return
Py_NotImplemented causing a failure. Instead we should just return NULL, which
is fine and will be considered as a not-equal comparison for
equality/inequality and throw the kind of exception we want for less than or
greater than.
Added interface functions:
- GetComboBoxCount() the function returns the number of
combo box options currently set,
- SelectComboBoxOption() - selects an active combo box
option by name from the list of set options.
Updated interface functions:
- Changed SetComboOptions() to SetComboBoxOptions to keep
consistency in naming.
* Previously we iterated over each bind, and found the matching resources. Now
we iterate over resources and find the matching bind. This matters when there
are multiple overlapping binds so they are only found once (we don't
disambguate which bind was used, as we don't elsewhere currently)
* There seems to be a significant slowdown when using real swapchains, both for
creation and display. Since thumbnails don't update often (only on event
change, or if the panel is resized which is not a regular occurence)
counterintuitively it's better to render and readback the image offscreen and
re-upload it on the CPU.
* Doing this lets us more consistently reference the color attachments in the
correct indices and makes it easier to match for blends. It also allows the
user to show unused/empty attachments
* On APIs like OpenGL texture formats (like vertex buffer formats) can be
tightly packed even in cases that apparently are otherwise not allowed - e.g.
with fake RGB formats where the stride looks misaligned due to alpha being
hidden.