* 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.
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
* 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.
* A label is shown at the top of the pixel history showing the range
display and visible channels. The channel visibility behaves the same as
in the texture viewer - 2 or more and the other channels display as black
and 1 channel displays grayscale.
* 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.
* The explanation is in the FAQ but the short explanation is that most
data e.g. normal maps are conventionally displayed as if they contained
SRGB data, so RenderDoc does the same so things look as expected.
* While replaying the initial chunks, we're doing edit type operations but
we haven't serialised out the binding operations in between, so in this
state we do the bind-to-edit binds ourselves.