* This is a deliberate break of compatibility since the field is now often
empty, for non-markers. This means code will get a more explicit error when
the name is being referenced, so it can be updated to fetch the name it needs
as needed.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
* The current filter is preserved across runs even if it's not explicitly saved.
Saved filters are only updated with an explicit save - loading a filter then
making a change just cahnges the current scratch filter, it doesn't update the
saved filter until the user explicitly saves it.
* Fake markers now need a real event ID. We don't want to have to remap all
events in a capture between UI and replay driver, so instead we assign non-
contiguous events above the normal range and expect the UI to handle it.
* This option (in spite of large warnings) continues to be a pitfall for new and
experienced users alike, trying to use process injection without good reason
and getting into trouble when it breaks.
* This in particular means push constants and specialization constants on vulkan
but also applies to root-value cbuffers on D3D12.
* GL bare uniforms are not feasible to expose in this way.
It was previously marked as disabled for Apple
Required to build the python modules which are used by the testing framework
Python imports .so libraries by default, change the shared library extension to .so for python modules on Apple
* This isn't something we generally want to support (@123 should be a separate
word) and it can come up with shader names like `shader@0x12345` as well as
with icon@2x.png