* Previously once we started loading a capture we'd blindly continue
until we loaded it (and then it's assumed to be successful), or we
crash.
* Now errors can be reported during serialisation and bubbled up to
abort the file load process. The next steps are to add error checking
in each function serialise before doing any replay calls to the API
with potentially corrupt data, and on top of that catching API-only
errors when the serialisation is (seemingly) fine, and propagating
those in a reasonable way.
* We also harden the serialisation a bit so that if it reads an
obviously invalid byte length for a buffer or array count, it won't
continue. It's still not perfect as the sizes could still be large and
invalid but within range, but it should catch the worst cases.
* This prevents leaking for cases where new widgets are created (and
the small chance a widget pointer could be re-used and cause serious
problems), and multiple-registration errors for global shortcuts.
* Reported by Coverity Scan. In all cases, should not be a problem, but
with an upcast happening anyway we might as well ensure calculation
happens at a higher precision.
* Reported by Coverity Scan - most of these are not an issue and a
couple of them are coverity getting really confused (like seeing a
pointer being assigned to NULL and a count to 0, then a few lines
later declaring that a loop 0..count will dereference the pointer).
* However it's harmless in all cases to add a bit of robustness to keep
the analysis happy.
* This is a leftover from before the interface was hoisted out, and most
windows were still calling directly to CaptureContext instead of via
the public ICaptureContext interface
* In future one of the notes items would be for gathered hardware info.
Not automatically, but with one button press the full configuration
can be embedded.
* Log is an overloaded term since it can also mean the debug log. We now
consistently refer to capture files as capture files or just captures
for short. The log is just for log messages and diagnostics.
* The user-facing UI was mostly already consistent, but many of the
public interfaces exposed to python needed to be renamed, and it made
more sense just to make everything consistent.
* We add a button with a link icon to indicate that it goes to the
resource details. We'll re-use the crosshair as a visual metaphor for
any interactive widget that goes to the resource inspector.
* To remove any possible confusion, we change the icon for the texture
list and locked tabs in the texture viewer to not include the link.
* We remove the now unneeded name fields in buffer/texture descriptions
and some of the pipeline state structs.
* A single function will give the human-readable name for a resource id.
This will look up a custom set of renames, on top of the names from
the resource descriptions.
* Whether there's a sensible way to define a tab closing shortcut is
unclear at the moment - there isn't a single set of tabs, so just
closing the most recently highlighted panel could be quite
unintuitive.