Moved from D3D12 Pixel History to common code to share with Vullkan Pixel History.
Similar to DecodeFormattedComponents() but it keeps UInt, SInt component data as uint, int.
DecodeFormattedComponents() now calls DecodePixelData() and then casts the uint, int data to float for UInt, SInt component data.
* D3D12 math shader was already precompiled, but on D3D11 we now allocate
everything up front and on D3D12 we also up-front compile sampling.
* The only exception is const offsets which can't be variable, so we cache these
(likely we'll only see a few variants per shader/capture) and create them on
demand.
* Due to standards nonsense the availability of isinf/isnan in C++ is quite
complex and varies a lot between compilers. Trying to access them reliably is
quite brittle and they're easy to implement with bit-inspection of float
patterns, so we do that instead.
* This is a leftover artifact from before we had general extended type support
and double was the only non-32 bit type we handled. Now we support most type
formats so doubles are just CompType::Float with 8 byte width
* We preserve each API's interpretation of bit order for packed formats like
RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to
proxy it or save to disk, we always transform to D3D's order as standard.
* This allows us to proxy them reliably because we always have a standard bit
order and APIs that need a different order transform when fetching data to the
standard format, or setting proxy data from the standard format.
* We instead always have 3rdparty/ in the relevant include search paths and rely
on that. Each library still has its own unique base dir within 3rdparty to
clarify where the include is coming from.
* Mostly moving includes from common headers to cpp where possible, and removing
includes of the whole thing where only enums or rdcstr etc are needed.
* Split up old uber-cbuffers used for unrelated shaders into shader-specific
cbuffers (DebugPixelCBufferData -> TexDisplayPSCBuffer / CheckerboardCBuffer /
MeshPixelCBuffer).
* Split up HLSL files so not everything is lumped into 'debugdisplay.hlsl' but
has separate files as appropriate.
* Use #include in GLSL and HLSL to better organise shader code together rather
than relying on lumping files together on the C++ side.
* Renamed files like 'debugcbuffers.h' to 'hlsl_cbuffers.h'.
* Trimmed out some extensions/cruft that isn't needed in the GLSL side since we
no longer use separable shaders.
* Combine some shaders like Outline/Checkerboard that were similar into central
place.
* Instead of baking these into the overlay texture and trying to decode them
afterwards, we instead write a grayscale 16F value into the overlay texture,
and add a special decode display mode that will use the heatmap and bucketing
provided.
* This means that saving these overlay textures now saves grayscale. When saving
to an 8-bit format, we remap to 0-255 so that greater than 1.0 values are
mapped lower.