* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
* Depth is not cleared, only colour buffers.
* This uses the same definition of pass as the quad overdraw overlay,
which isn't quite the same as the auto-grouping passes (which allow
for varying colour binds being grouped together). It only counts up
to the last draw where the outputs were different.
* The old code in m_RangeMax/m_RangeMin setters wasn't doing proper
epsilon enforcing so min=max could end up happening. It's easier to
set both at once (this is all we care about anyway) so that it does
properly make the min and max distinguishable.
* Since the addition of the normalised UV co-ords the status bar will
flicker in width horrendously when scanning over a texture and it's
impossible to track where you are. Even worse, if the text is wide
enough (or the window narrow enough) you'll end up with the status
bar flickering between one and two lines - which is awful.
* For now I've added some padding for numbers and set a fixed width font
so the only varying element is the actual texel value, which is
unavoidable in the general case. The text is probably wider overall
so I'll need to see what feedback I get.
* 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
* The explanation is in the FAQ but the short explanation is that most
data e.g. normal maps are conventionally displayed as if they contained
SRGB data, so RenderDoc does the same so things look as expected.