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Clarify that there are leaks on capture and replay
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@@ -31,8 +31,7 @@ On capture:
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* Memory maps are not intercepted, so any modifications are saved by reading back from the mapped pointer, even if it is uncached/write combined.
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* Image contents are saved out by copying aliasing their backing memory to a buffer, so will not be GPU-portable.
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* Captures will not be GPU-portable where memory indices etc change.
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* There might be memory leaks per-capture.
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* Memory leaks each time a new capture is loaded in the replay UI.
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* Memory leaks each time a new capture is created.
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* Unsupported or untested features:
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* Subpasses
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* Nested command buffer execution
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@@ -42,6 +41,7 @@ On capture:
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On replay:
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* Memory leaks each time a new capture is loaded in the replay UI.
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* Only 2D non-array non-integer textures can currently be displayed.
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* Auto texture range-fit or histogram display is not implemented.
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* Debug overlays aren't implemented.
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