* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
* Since the Vulkan views are tighter and more strictly specified, we can
always safely use the view format (in the non-mutable case it must
exactly match the underlying resource's format).
* Only one major piece of functionality is unimplemented and stubbed out
- WriteToSubresource and ReadFromSubresource in concert with passing
a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
* I honestly don't know why this fixes it really. I finally got a
reliable repro which involved somehow scrollbars becoming visible and
creating their window handles in a weird circumstance while dragging
the window off fullscreen, and that causing the window handle create
to fail.
* Previous versions accessing the http URLs will be redirected soon (as
of time of writing this). The POST /bugsubmit won't be redirected as
it's not feasible to redirect POST requests, but that will continue
working.
* Currently at least glslang doesn't emit OpSource with source data
embedded, so we don't pull it out and for the moment we just pre-fill
the shader editor with the disassembly text (which is sort of but not
really GLSL) as a better-than-nothing default.
* 99% of the time, you'll only have localhost and the application will
be running on the first ident checked which will return a valid socket
almost immediately.
* Instead of continuing to search through each valid port before
returning valid data, we change the enumerate function to just find
the next valid port and return - so we can update the UI as soon as
we have the first result.