* We don't create any objects with the ID that the original name was
applied to, we create a buffer for each baked version of that handle.
* So on replay we need to apply the name down from the original object,
and this also means temporarily storing the name in the original ID
instead of as a live ID (since there is no live ID for the original
command buffer object).
In #598 the alias glMapBufferOES and glUnmapBufferOES macros
were added for the gl_hookset_defs.h but the alias
entries in the gl_hookset.h was missed.
Also expose the glGetBufferPointervOES as part of the
GL_OES_mapbuffer extension.
* When creating a program with glCreateShaderProgramv it implicitly acts
as if the shaders are detached and deleted after linking. This means
it cannot be relinked again.
* However the only time we need to relink a program is when we are
copying across fragdata and vertex attrib bindings in case they were
changed from creation - but for the same reason that we can't relink
a program to apply them, the application can't either - which means
the data must be unchanged from creation, and so the copy is not
needed.
* Originally when I added the EXT_dsa emuluation, I targeted it
specifically to only those functions that I call outside of the replay
loop, for internal analysis purposes. For that reason the emulation
was only applied to a separate hookset, and only during replay (not
during capture).
* However this doesn't account for some of the streamlined serialisation
of functions like glBufferStorage, glBufferData, etc. To simplify
code paths, I 'promote' all variants of these types of functions to
the EXT_dsa variant (except ARB_dsa for texture functions which is
actually different by not requiring the texture target parameter).
* Note: most of these functions were emulated already (except three -
glNamedBufferStorageEXT, glTextureBufferEXT and
glTextureBufferRangeEXT) but on replay we didn't use the internal
hookset, just the normal one, which was not emulated.
* Rather than try to decide when these should use the internal hookset
and when the regular one, or switch them all over to the internal
hookset, instead re-evaluate the reason for a separate hookset in the
first place: Emulating functions separately means the original func
pointers are returned during capture time, for unsupported extensions.
* However mesa has proven that unsupported extensions don't have to
return NULL, as it's undefined what they return - they should not be
called if the extension isn't available. So in actual fact there's
little harm to be done by emulating in-place and returning some
different pointers to the application. In the worst case, they get a
bit of EXT_dsa emulation themselves.
* There's a minor conflict over GL_ACTIVE_PROGRAM_EXT being defined to
different values in GLES and GL extension headers. Since in the GL
extension header it's defined to the value that eventually became
GL_CURRENT_PROGRAM we remove that define.
* This avoids rebuilding swig every time if some internal cpp in the
renderdoc target changes, but will still rebuild it if the interface
headers change.
* It seems like even running the simple check to see if we need our
workarounds can completely break intel's driver and lead to infinite
hangs later. So instead we just assume these hacks are always on for
intel drivers.
* Added a couple of utility macros to help with the conversion. lit() is
paired with tr() for untranslated text.
* QFormatStr is more explicitly for non-textual formatting strings.
* Both are just #define'd to QStringLiteral()