* Tag the RenderDoc layer with a version string that
matches the host, including git hash.
* In developer builds, check the version when scanning the
application for RenderDoc support.
* Pass the warning back to the UI to offer ways to fix.
* Update APK patching to remove existing layer.
This is part of the work specified by github Issue 586, allowing the
ability to save out the overlay in the TextureViewer. If no overlays
are on then there is no option to save the overlay. Currently there is
no option to remap the overlay to a grayscale or absolute value range
before saving. This can be a future task.
NOTE: the overlay texture resource that's saved out is not the blended
texture that the user will see in the TextureViewer, it is just the
overlay itself. The ability to save out the blended texture would be a
future task.
* We search first in specified folders by the user (they can browse to
the android SDK and java JDK).
* If the tools we want aren't found there, we look relative to the UI
as we now distribute the required tools with windows builds.
* If we still don't find them, we prefer to look in PATH since the user
has 'opted in' to any tools found in there. If the tool isn't in PATH
either then we look relative to known environment variables.
* This will enable the last few python list emulation functions, like
index (which needs operator== to find objects) and sort (which
obviously needs operator< to sort).
* This is to support python bindings - the pyside implementation of
QVector, QString, etc is not available to SWIG, so SWIG treates these
all as opaque types.
* Rather than trying to set up bindings that work for rdcarray and
QList/QVector, or implementing separate bindings, we instead just say
that the public interface must use the rdc types. In most cases they
seamlessly convert to/from Qt types anyway.
* In a couple of places we use an array of pairs instead of a map. In
future we probably want an rdcdict or rdcmap with proper dict bindings
in python.
* This is a *very* light-touch analytics system that will track the
simplest and most anonymous statistics that can be useful in
determining which features are most used or perhaps underused, and
where it's best to direct development attention.
* It is entirely implemented in the UI layer, no analytics-gathering
code exists in the library that's injected into programs, and of
course no capture data (screenshots, resource contents, shaders, etc
etc) is transmitted.
* Once it's turned on, it will apply to both development and release
builds. It tracks stats over a month, and then at the beginning of a
new month it sends the previous data.
* When the user first starts up a build with analytics if there's no
previous analytics database then they are informed of the new code and
asked to approve it. They have the option of selecting to manually
verify any sent reports, or just opt-ing out entirely.
* 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.