* No API supports the quad overdraw with MSAA, but on other APIs it's feasible
to downgrade and render the overlay at single sampled. On Vulkan with
renderpasses this is not possible.
The frontend compares the registered child PIDs against the locally running ones, any that aren't in the list are removed - this is how dead procs are removed. Unfortunately this causes any children from a remote context to be immediately removed.
After discussion with upstream, the agreed solution was to prevent child removal entirely for remote contexts as long as clicking on dead children does nothing.
Use the same logic as TextureViewer to determine if the target is a depth target
Fixes issue of pixel history on typeless target cast to UNORM and used as depth i.e. shadow map
* This shifts from reporting from the old style bindset/bind to the new system
of only referencing by shader interface and index (independent of binding
model).
* The vulkan shader debugger re-uses the replay interface to cache descriptor
access and descriptor contents in a fashion friendly to interface-index
lookup.
This message can be seen if the USB cable connecting the device is
removed while the `adb install` command is running. (I ran into this
by accident due to a low-quality cable.)
The previous message was this:
> Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: adb.exe: device '00000a740f4e6d93' not found
> .
>
> lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed.
This does also include a newline before a period, which looks a bit
strange but I don't see a quick fix for that while keeping stderr,
and the stderr output is fairly useful.
Output "ViewIndex" into the pixel shader hits array
Select the pixel shader input which matches the viewIndex to the passed in view
Ignore the view parameter if set to ~0U (rd.ReplayController.NoPreference)
Ignore the view parameter if any subpass has empty multiviews
DebugShaderInputs struct contains existing the parameters:
sample
primitive
and a new parameter
view
Default constructor for DebugShaderInputs sets the parameters to NoPreference (~0U).
* The compiler could compile an entry point "foo" into an export "bar". We use
the exported name in most places as that's guaranteed to be unique by the API
and used for cross-referencing, but when recompiling we pass the original
source name as in the debug info.