* 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.
* It gets a couple of things less than ideal, mostly glsl block names being on
the next line, but otherwise it's readable and stops mixed tabs/spaces which
had snuck in without checks.
* This also applies to stencil even in non-multisampled images.
* Serialisation applies to both network proxying data, initial frame
contents at the beginning of a captured frame, and saving images to
disk.