* These were added 6-7 years ago and have been untouched since. They add no
value to preserve as they are almost guaranteed to never be reasonably
implemented.
* The only thing that is useful is the D3D9 hooks for begin/end events used in
some D3D11 programs, which has been moved to the D3D11 project.
* Proper GL doesn't seem to support this internal format, and fortunately the
contents save/load work fine with GL's built-in swizzling if we treat the
texture as RGBA8 instead.
* This is not needed on Vulkan because Vulkan uses a per-draw callback system
that automatically splits up multidraws into single draws for replay. On D3D11
there is no multidraw so it doesn't come up there.
* On GL we can e.g. have one draw touching the pixel half-way through a
multidraw, and then want to replay from that draw through to the next touching
draw which could be much later or in the same multidraw. It assumes we can
always replay from one draw to the next.
* We add a capture option that defines a soft limit we aim to keep under for
memory overhead during capture, excess initial states after that will be
stored temporarily on disk.
* These are currently non-functional but will be implemented in follow-up
commits so they're not committed disabled (inaccessible via QueryInterface
etc).
* Triangle fans
* 16-bit types in shader declarations
* Trivial/non-wrapped new interface versions
* New mostly-ignorable enums: D3D12_COMMAND_LIST_TYPE_NONE,
D3D12_COMPARISON_FUNC_NONE
* Alpha constant blend factors
* New sampler filtering with anisotropic min/mag and point mip
* New ABGR4 format
* MSAA UAVs
* Allow SM6.7
* Given socket corruption or network errors these strings could contain
unprintable characters so we sanitise them reasonably. This also ameliorates a
potential security concern with arbitrary strings being written to a log, but
these connections are still considered trusted and users should not be
exposing RenderDoc ports to the internet.