* In-application API is bumped to 1.1.0 as a new function pointer is
added to the end of the structure.
* This comes with some caveats - capturing a frame is fairly heavy
weight, so capturing a frame might throw off timing-related bugs you
are trying to capture in subsequent frames. If you know your bug is
every other frame though, capturing two can be a quick way to ensure
you get it.
* 99% of the time, you'll only have localhost and the application will
be running on the first ident checked which will return a valid socket
almost immediately.
* Instead of continuing to search through each valid port before
returning valid data, we change the enumerate function to just find
the next valid port and return - so we can update the UI as soon as
we have the first result.
* I don't like the fact that it doesn't "just work" but this is mostly
limited by design decisions on the side of the vulkan loader.
* There is no good way with the loader to say 'please also include this
layer in the enumerated lists'. There is an all-or-nothing override of
layer searching, but that would break any layers the application might
actually rely on.
* On balance I've decided to go with this method, as it's a one-off
interruption for the user (unless someone is constantly switching
between installs).
* Apparently Application.Exit() doesn't close immediately and can throw
an exception, leaving the UI open while the updater tries to run and
nothing works. Environment.Exit(0) should do better hopefully.
* This API is now intended to be forward and backward compatible as much
as possible. Meaning applications should be able to run without
changing on many RenderDoc versions after the one they are built
against without breaking.
* All function pointers are fetched at once in one versioned GetAPI()
function, to save on constant GetProcAddress/dlsym'ing.
* Otherwise, it's largely similar to the previous API.
* This seems way more reliable and smaller than shipping a compiled .dll
* For some reason I didn't find this method before (I only knew that
you could ship the loose files which wasn't a good solution).
* Previously if a temporary log was saved once, it would be moved there,
so the user could in theory delete it and lose the only copy of the
log.
* Now the temporary log is held until it's closed in the UI, to be able
to be saved again. If the user saves the log though, this will stop
any "unsaved log" prompts in the main UI window, so there is nothing
stopping the user from saving the log, deleting that copy, then
closing and they'll lose the log without prompt.
* The option will enable monospaced fonts for all data displays, like
the list of events, API calls, etc as well as pipeline displays, entry
of filename/directory in the capture window and many other places.
Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
windows) so that they didn't just barely overflow with the larger
font.
* While looking at this, it became obvious that buffer viewers and
constant bufferviewers should always display in monospaced regardless,
so that has been changed.
* Errors like syntax and runtime errors in python are thrown as
exceptions. So for when we invoke onto the renderer thread to do some
work, we need to be able to catch those exceptions otherwise the whole
program dies. So over the execute, temporarily switch the thread into
a catching-exception mode, which then gets rethrown on the invoker's
thread.
* Note that BeginInvoke shouldn't be used by python since the callback
might happen after the execution has finished (there's no way to wait
at the moment).
* You can't set SplitterDistance unless both MinSize values will be
respected, which needs a big enough window. Smaller than that, we just
have to skip setting the size.