* This by no means replaces PySide2, but it allows python extensions to write
simple UIs without needing to rely on PySide2, which might not be available
(generally all windows builds have it as well as recent binary linux builds,
but local windows builds may not and most linux builds probably won't).
* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
* If the UI was launched with a filename as a parameter to open the capture, it
will be added to the recent capture file list. Only later (relatively
speaking) if we make a capture connection will we realise that it is temporary
and potentially delete the file. If we do so, remove the capture from the
recent file list.
* 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.
* 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.
* This means e.g. the D3D11 back-end can accept DXBC directly if the UI can
provide it, or compile from HLSL as before.
* More importantly, the Vulkan back-end can take SPIR-V compiled from any
source, or compile from GLSL as before as a fall-back.
* This will allow the backend to specify both the native format (e.g. SPIR-V,
DXBC) as well as a language it might be able to internally compile (GLSL or
HLSL).
* The caller will then able to decide for itself whether it wants to compile to
native format and pass that down, or pass the language down and let it be
built internally.
* Currently BuildTargetShader still only accepts shader source.
* The new function SetCaptureFileComments allows users to add comments to a
capture after creating it at any time.
* We also use anonymous union to remove the need to duplicate API structs for
backwards compatibility.
* The event browser called SetEventID from OnCaptureLoaded, which would then
call OnEventChanged on all viewers, which if they kicked off work could happen
at the same time as the later call to OpCaptureLoaded for them.
* In the mesh viewer this seemed to lead to a race condition and had a chance to
corrupt memory.