* The transform feedback is placed on the geometry shader tab the same as
in D3D11. It doesn't merit its own whole tab and that seemed like the
best place to put it (last processing stage before rasterization).
* To aid understanding, further stages are marked disabled if rasterizer
discard is on, and if no geometry shader is bound the stage is renamed.
* e.g. class instances only crazy people use, so there's no point to have
it eating up a ton of space when 99.9% of the time it's empty. Also
the border colour in samplers is only listed if the addressing is set to
use the border colour.
* I also collapsed down some of the columns to make it a little simpler
visually, like min lod/max lod become just "lod clamp" with a range, and
constant buffers simplified down to a couple of columns.
* When jumping between draws the tables are rebuilt which destroys any
vertical scrolling, so we save/restore it which means the same row will
be at the top of the view. If there are fewer resources it'll just be
as scrolled down as possible.
* This will allow the adding of things like 'redundant api call' for calls
that have no effect, as well as potential problems like drawing with an
empty viewport, or similar things that are common problems. Reading out-
of-bounds on buffers etc is a good example of 'defined' behaviour that
is probably not desired.
* These heuristics could also identify potential performance problems.
* It also supports adding debug messages after log-load time, so you could
do an additional extra-strength pass, or do a detailed check of one
draw call (e.g. a broken draw, to try and figure out the problem). If
there are any unread debug messages, the status bar will flash and the
debug messages window will show a count as (N).
* This allows 'partial' rows in the mesh viewer, if a vertex input element
references invalid/out of bounds data, but the others are fine (coming
from different streams).
* This way if someone updates their install without clicking the menu item
to clear this flag, it will still detect the update after a few days.
* (And when I forget to update which beta is latest, it will fix itself
eventually. Oops).
* You can choose which component will be used as 'position' when rendering
vertex inputs. Helpful if a position component isn't auto-detected, or
if you want to render UV co-ordinates onto the screen.
* Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh
you can choose a secondary column yourself.
* Also the solid shading options are available on vertex output meshes as
well as inputs.
* Crash report was submitted indicating a crash here, which is either
memory issues or momentarily crazy-large window. We can catch the
exception and just clear to black.