* We now push everything mutable about the draw data configuration into a single
struct which we copy around (the actual buffer data remains refcounted and not
copied). This means that we don't have one thread still trying to do things on
a model which is being updated on another thread.
* This means that allocating >2GB in a bytebuf doesn't crash. There was no good
reason for the int32_t - that dates back to the earliest interop structs
defined for communication with .NET
* We already handle the case where e.g. D3D12_RENDER_TARGET_VIEW_DESC is NULL
and we need to substitute in a typed descriptor for backbuffers. We didn't
handle the case where
Detected two shader compile errors while replaying GLES apps:
1. „#extension directive must occur before any non-preprocessor token” - Fix the order of precisions and extensions in the shader code.
2. „extension 'GL_OES_texture_cube_map_array' is not supported” - Do not add extensions if they are actually not supported. TEXTURE_CUBE_MAP_ARRAY was added to GLES 3.2 so GL_OES_texture_cube_map_array and GL_EXT_texture_cube_map_array are no longer used.
* If we have multiple bindings aliasing the same slot, we want to keep going if
the first one we find is unused to see if the slot is aliased with one that
*is* used. We'll still use the last unused one if we don't find any used at
all (and with aliasing any one we pick is as valid as another).
This eliminates a substantial amount duplicate code between `GetByteSize` and
`GetBlockShape`.
Also added explicit tests of `GetPlateByteSize` independent of `GetByteSize`.
* Python throws an error when enums don't have a pre-existing value, which can
happen for GPUCounter due to hardware specific counters. Instead just declare
as int and allow casting back and forth for values that are pre-existing.
* Most of the interfaces are not supported - protected sessions, raytracing,
etc.
* We also split apart the 1/2/3/4 wrapped implementations to avoid uber files.