* This allows you to hook into processes that are difficult to launch
directly with the existing functionality in RenderDoc.
* This is rather risky, as it modifies the AppInit_DLLs registry key to
inject a small shim dll that checks for the desired process and injects
the full renderdoc.dll. If that registry key got left, or if there was
some incompatibility with the shim dll, you could have problems. It
should only ever be used as a last resort if there's no other way to
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
* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.
* This means that e.g. decimal separator will always be . and similar
effects, which avoids the need to have culture specific formatting or
special-case handling around CSV export etc.