* A bit silly since this can fail for plenty of legit reasons and you could
just fall back to windowed. So instead we'll just return S_OK and pretend
everything went swimmingly
* This ensures that everything is correct before the initial read,
important for making sure things like Indirect params that are fetched
are correct the first time.
* Rather than trying to fake fullscreen being successful (then getting
things like GetFullscreenState wrong), we simply return the valid error
code for fullscreen not being available.
* Plugins/apps that build against the header (and so get the
RENDERDOC_API_VERSION macro) can call this to verify that they're running
against compatible API functions. If the versions don't match, the app
should immediately quit.
* The functionality is exposed via dllexported functions so that apps can
call it to tweak renderdoc's behaviour when injects.
1) Can now turn bits of the overlay off, or hide it entirely.
2) Can also manually start and stop a capture on a given window. This
skips the need for swapping between active swapchains, and allows the
app to define the exact region of D3D11 calls to be captured (could in
fact be many frames).
The window provided determines the swapchain used for thumbnail, and
also implicitly specifies the device to be used for capture.
* This is useful in e.g. a renderdoc-aware application that has voluntarily
injected renderdoc, and then wants to boot the UI to automatically open
up the management connection
* Also for float/unorm texture add an additional "resolved" option that
just does an unweighted average of all samples, which is the behaviour
from before (assuming that's what ResolveSubresource does).
* Beta builds will be between nightlies and official releases in terms of
stability. Tested at least to make sure there are no obvious bugs, but
haven't been through 1-2 weeks stabilising period.
* Beta builds will upload crash reports, so I can get early warning of any
bugs that are creeping in on master.