* Whenever a child process is hooked, that's passed back up to the UI and
a list is shown with all the child processes of the one you are connected
to in the dialog.
* At any point you can double click to create a new dialog latched to that
process.
* If the process you're attached to closes and has one child, similar to if
you only have one capture made the dialog will close itself and open a
new connection to the child process. This is the case for e.g launcher ->
editor
* This behaviour is overridden if you made a capture, as it assumes you
then don't care about the child processes and instead want to open the
capture. You can always do file -> attach later.
* If it has multiple children when the process closes, the dialog stays
open to allow you to peruse the list and maybe open up a connection to
one of the children.
* For vertex shader output only, we do the streamout as a point list and
render each vertex once then we can reuse the same(ish) index buffer and
topology as the original draw.
* For GS/DS out there will likely be some expansion of verts so we do the
same as we used to.
* This means when multiple fragments are writing to a pixel you can choose
precisely the one you want to debug, rather than the debugging always
running the approximately last fragment to pass
* Expand the abilities of the GetTextureData in replay drivers
to be able to resolve samples and render down to RGBA8 unorm
for file export to other programs.
* Greatly improve the ability to save textures - in theory any
texture format/type/dimension/etc should now be mappable in
sensible & useful ways to output formats.
* This is useful in e.g. a renderdoc-aware application that has voluntarily
injected renderdoc, and then wants to boot the UI to automatically open
up the management connection
* Also for float/unorm texture add an additional "resolved" option that
just does an unweighted average of all samples, which is the behaviour
from before (assuming that's what ResolveSubresource does).
* 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.