* This is only lightly tested and may break heavily. It is disabled by default
and must be explicitly enabled.
* In particular this is only known to work for Wayland use at capture time.
Wayland on replay is still unsupported. Known issues include: EGL pbuffer
surfaces are not implemented on Wayland, Wayland cannot get window dimensions,
and there are hangs/failures with GL and vulkan presentation with Wayland.
* The defaults can be configured from the settings menu, and there's a new "Open
Capture with Options" menu option to open a capture with different options
temporarily.
* This allows RemoteHost handles to still be valid and usable (if returning
empty data) when they are deleted/removed if the device is disconnected, as
well as providing better multi-thread access (they lock internally)
* We also only use GIT_COMMIT_HASH where necessary to avoid rebuilding many
files for no reason, including splitting version.cpp out into a separate
project as we do with VS since otherwise changing its preprocessor defines
rebuilds the whole renderdoc project.
* At the same time, move the git hash to be internal only so we don't have to
try to link version.cpp into other projects like renderdoccmd or qrenderdoc.
* On GL addressing modes are called wrap modes, and the wrap value is then known
as repeat. If we don't 'localise' this then it can be confusing to show that
it is "Wrap".
* Most cases don't have other text together with a ResourceId, so handle an
isolated ResourceId specially and manually render it.
* Further work - we could cache the name the same way as the RichResourceText
does. So far it doesn't seem to appear on profiling.
* The apk targets api level 21 which is 5.0, so it still won't install on
anything older.
* We pop up a big warning to the user the first time they try and select such a
remote host.
* We also fix a number of issues that could cause incorrect formats to be
generated.
* Test cases added for D3D11/GL/Vulkan to test different struct types. These
aren't automated at the moment because most of the code they're testing is in
the UI itself.
* On replay on macOS we use NSOpenGLContext so we can render to windows.
* We have two windowing systems on mac - one for Metal compatible outputs and
one for OpenGL compatible outputs.