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Add Pixel History columns for dual source output and blend src/dest on Vulkan #3003
Commits on Jul 28, 2023
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Create pixel history shader out 2 variable
Currently, no backend sets this, and it is not displayed.
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Create pixel history blend source and blend dest variables
Currently, no backend sets them, and they are not displayed.
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Blend pixel history widget background color with selection color
Before, if a row was selected, the color was completely replaced, which makes the color preview column completely useless for that row. This change also fixes some inconsistencies with how the selection hover works on tree widgets; previously part of the row was not highlighted.
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Create pixel history tex before column
This is already implemented by all backends, but did not get displayed beforehand. This column is not visible by default.
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Create pixel history shader out 2 column
This has not yet been implemented by any backends, not is the column visible by default.
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Create pixel history blend source and blend dest columns
They have not yet been implemented by any backends, not are the columns visible by default.
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Clean up 3 small non-behavioral issues with Vulkan pixel history
The first one is a simply a typo. The second one seems to be an unnecessary value that doesn't make sense (as blend factors are ignored when blendEnable is false, and setting the source color blend factor to the destination color seems like an uncommon situation (the equivalent to blendEnable being false is source = 1, dest = 0). This does not seem to be a driver bug, as the commit that added it (5043898) does not mention that nor does it seem to work around other driver bugs. The third one is that VulkanDebugManager::PixelHistoryCopyPixel was declared but never defined. VulkanPixelHistoryCallback::CopyImagePixel serves the same purpose.
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Fix undersized buffer for Vulkan pixel history with many fragments
Before, the buffer could be overrun, which could result in anything from garbage data to the GPU device being lost to segfaults. Now, correct data is gathered. We can't know in advance how many primitives will hit the targetted pixel, so it's not possible to create the buffer until after our first pass for each events (fortunately we do know the number of events in advance). It is possible that we don't need a larger buffer, though, in which case the original one can be re-used.
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Commits on Jul 29, 2023
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