* These map more naturally to python tuples and are easier to wrap in and out.
* We also tidy up the FloatVecVal etc and standardise the members of
ShaderValue.
* E.g. on D3D12 we can debug DXBC shaders but not DXIL shaders. On vulkan this
will allow us to have the UI work better when encountering shaders with
unsupported capabilities or extensions.