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* On capture we have a fast temporary thread-local memory allocator that only supports one allocation at a time, which is sufficient for unwrapping the parameters to a single function call. * On replay though we might want to unwrap a function's parameters, and then inside do things like e.g. call a drawcall callback which makes its own calls that need to be unwrapped. * To support these nested calls we instead allocate 4MB per thread on replay and use it like a ring buffer.