* In heavy D3D11 workloads the refcounting overhead especially during fast
binding changes was significant. Refactoring the refcounting to work on a
different model and deferring destruction of objects removes most of the
overhead.
D3D11 may default to a different adapter than D3D12. For the sharing
test, both adapters must be D3D12 compatible. Tell D3D11 to use the
adapter that D3D12 is using to ensure compatibility.
Also fixed a memory leak in the test.
On laptops with integrated+discrete adapters, adapter 0 may not
support D3D12, so a default create device call will fail. Adapters
other than the 0th one need to be specified explicitly.
* These tests ensure that texture rendering works correctly for all different
types of texture types, and for all formats, across different APIs, including
across a remote-proxy connection.
* Instead of only doing a very lightweight check to see if the API is available
up-front, we now share the API initialisation among all API tests far enough
to determine availability of extensions, features, etc. Then we can precisely
determine which tests are available and which aren't before running.
* If we create in a bare pointer then just cast to a smart pointer, it adds a
ref instead of stealing it. Just only allow creating smart pointers in the
first place.
* Built entirely independently of the main renderdoc build (for now).
* Contains python scripts & framework for running tests on a renderdoc build,
which will be run nightly.