* If we're aligned up past the size of the allocation (possible if we
apply bufferImageGranularity due to the incoming allocation being
image and the last allocation in the block being a buffer) the next
required offset would be past the size, so avail = block.size - offs
would overflow and we'd try to allocate past the end of the block.
* This is a backwards-incompatible change, so it's done here before v1.0
so that we can freely break compatibility and not need to define a lot
of ugly compatibility code.
* The primary motivation is to make the serialised data more uniform
and have fewer special cases where the serialised form is naturally
defined from the functions/structs in question.
* There are still some special cases or variances but they should be
more isolated and only where really necessary.
* Remove some cases in the D3D12 struct serialising where we were
directly serialising child struct members in the parent struct.
* We now try to match argument/struct member order as closely as
possible.
* Serialising an array with a count no longer reads the count back out
into that variable, counts must be serialised separately. This means
all members/arguments are explicitly present in the structured data
and also eliminates the awkward case where a count needed to be
serialised separately after an array if we want to have the count be
a valid number even if the array could be NULL. It also means we don't
need the FIXED_COUNT() macro since array lengths can be plain values
and don't have to be a reference type.
* GLES separable programs are completely broken, so we need to just go
back to ye-olde style of linking shaders together. On GLES this is
particularly painful as it means we have to version match whatever
shader the user was using.
* Some functions can be so quick that they register as a duration of 0.
This is expected and we should not end up omitting it when importing
or exporting because we think it was missing. As a 64-bit value,
losing a bit for signedness is not a problem.