* Suspend/resume must all happen in the same submit so we can't combine it with
our own work or submit individual command buffers for work. Suspending and
resuming is semantically equivalent to storing and loading so we can make this
transformation without affecting correctness.
Syncing the GPU before decoding counters resolves an
"NVPA_STATUS_INSUFFICIENT_SPACE" error when collecting counters for
D3D11 applications with many event ranges.
Add a column that shows the parent marker for the event range (by default the end event ID)
Add an option to prevent combining resource usage across markers (group by marker)
The tooltip for a resource usage entry contains the full marker path
For instance would trigger when setting a single 32-bit root constant
Do not need to call resize_for_index() on constants because SetConstants() will handle any resizing that is required
Corrects width, height, and depth calculation in WriteToSubresource for the specified subresource when storing provided source data blob. Using base resource dimensions could have led to source-data read access violation.
Also updates corresponding test to validate subresource modification.
* Previously `git log --oneline | grep -v 7a064ae | head -n 100` was throwing an
error `grep: write error: Broken pipe` which as far as I can tell is working
as intended and can't be fixed. So we remove pipes and use temporary files
like animals.
* It is common for drivers to dead-code eliminate resources and they will not
show up in reflection at all and will not have a binding. For these we will
still encounter them when debugging so need to ensure we handle that case.
* This unfortunately makes a previously illegal/error-checked case silently
continue, so we add API-specific asserts.
* For some reason the commit message check failed to detect a bad message on a
PR commit. The only clue is a 'broken pipe' message from tail in the log but
it doesn't reproduce on another repository with the same scripts :(.
* Temporarily ignore the bad commit from future checks until it drops out of the
most recent 100.
Force load renderpass contains only one subpass, if not set subpass,
the subpass passed to gpu driver mismatch the actual subpass,
and then causes crash.