* On all APIs when depth is disabled the writes are skipped as well. Explicitly
set the function and write state to say that they are disabled.
* This also papers over a weirdness on D3D11 which has confused a couple of
people, where the retrieved desc with GetDesc() on a state object can be
different to the one it was created with when you set ignored parameters -
like the depth function with depth disabled.
* This is a significant optimisation, otherwise Qt will iterate over every event
and get its size, which can be expensive with the events being rich text
strings.
* 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.
* We need to use the bindpoint mapping to ensure we look up the correct usage
information. Also iterating over the unsorted shader resources potentially
gives us out-of-order bindings, so we resort by bindpoint (which was sorted
into binding order in the implementation).
* Most remote replay links are slow enough that the lag introduced by
synchronously fetching and displaying these thumbnails would be annoying for
simple mouse-over scenarios.
* If there would be no tooltip otherwise, it just shows the thumbnail. Otherwise
any tooltip text (like view parameters or image layout) is displayed below the
thumbnail
* 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.
* We already link to the chunk index and the chunk metadata contains the
callstack, there's no need for a duplicate copy when there may be many
APIEvents in a capture
They're now drawn as CE_StyledFrame controls, with either HLine or VLine
shape as appropriate for the orientation of the line. This will go into
RDStyle when the light or dark UI theme is selected, allowing appropriate
colors to be used.