* This option has always been a mixed bag - when originally written captures
weren't compressed at all so saving the cost of a initial contents on a
gbuffer would have a significant savings.
* Now with compression the savings are lesser, and it's a source of
bugs/confusion for the case where either a bug is caused by leaking data from
the previous frame or worse still the contents are discarded incorrectly.
* D3D11 will now behave as the other APIs will - saving initial contents
whenever needed even if they seem like they might not be used.
* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
Disable the warning on 3rdparty files
${glslang_dir}/hlsl/hlslParseHelper.cpp
Disable the warning on files where fixing it would cause a non-OSX compile error
os/os_specific.cpp
* This gives a better 'first impression' when opening a capture than
falling back to the last panel that is the launch executable panel
in 95% of cases.
* If the export doesn't need buffers, we export directly from the loaded
capture file instead of re-loading it.
* Add progress bars for the load step so it shows what's happening
instead of looking stalled.
* Reduce compression rate on XML+ZIP buffers as it took too long trying
to compress when exporting large captures.
* We don't consider anything else, this includes permissions or the
library being present. Since we no longer expect to patch in the
library we also don't check its version (however we leave the tag in
case it is useful in the future).
* If the user has root access we will never warn, assuming the injection
will work fine even without the debuggable flag.
* We also make the frame counting consistent: Frame 0 is the frame from
device initialisation to first present, Frame 1 is from first present
to second, and so on after that.
* Initially add support for spirv-cross and spirv-dis.
* When possible we'll auto-detect the tools in path or in the build's
plugins folder. Otherwise the user can add it and add their
executable path.
* We still use the first disassembler for editing - in future it would
be good to allow selecting the disassembler at edit time (as well
as allowing multiple compilers).
* On windows, the change in a global GIT_COMMIT_HASH define in each
project needing it meant a full rebuild every time the commit changed.
* Ideally we'd set the define only on one file in each project, but
MSBuild doesn't seem to support that. Instead we make a new tiny
project that compiles a single cpp exporting a global var, and
reference that global var in each other project.